1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322
//! Utilities for attaching entities to other entities.
//!
//! There are two kinds of attachments: [`Attachment`] and [`PlayerBodyAttachment`].
//!
//! [`Attachment`] just makes one entity follow another, with some special handling for sprites, and
//! the [`PlayerBodyAttachment`] specifically matches the player's body movement animation to make
//! sure that, for example, a held item will bob up and down with the player.
use crate::prelude::*;
pub fn install(session: &mut Session) {
session
.stages
.add_system_to_stage(CoreStage::Last, update_player_body_attachments)
.add_system_to_stage(CoreStage::Last, remove_player_body_attachments)
.add_system_to_stage(CoreStage::Last, update_attachments);
}
/// Component for attaching an entity to another entity.
///
/// > **Warning:** attachments are not a general-purpose hierarchy system. Generally, only expect an
/// > attachment to work properly if the entity it is attached to is not also attached to another
/// > entity.
///
/// Attachments have special behavior built-in for attaching to other [`Sprite`] or [`AtlasSprite`]
/// entities. When attached to a sprite, the attached item will automatically flip it's offset and
/// sprite flip value when the sprite is flipped if `sync_flip` is set.
#[derive(Clone, Copy, HasSchema, Debug, Default)]
pub struct Attachment {
/// The entity to attach to.
pub entity: Entity,
/// The offset to the attached entity.
pub offset: Vec3,
/// Synchronize [`AtlasSprite`] animation with entity animation
pub sync_animation: bool,
/// Synchronize [`Sprite`] color with entity color
pub sync_color: bool,
/// Synchronize [`Sprite`] flip values from parent (both flip and offset)
pub sync_flip: bool,
/// Should attachment inherit parent's rotation (applied to offset and sprite)
pub offset_inherits_rotation: bool,
}
/// Component that animates attachment offset with easing
#[derive(Clone, HasSchema, Debug, Default)]
pub struct AttachmentEasing {
/// Initial offset of entity
pub initial_offset: Vec2,
/// Target offset after easing is complete
pub target_offset: Vec2,
/// Offset ease timer used to update progress of Ease
pub offset_ease_timer: Timer,
/// Ease
pub ease: Ease,
}
/// Metadata for attachment
#[derive(HasSchema, Clone, Default)]
#[type_data(metadata_asset("attachment"))]
#[repr(C)]
pub struct AttachmentMeta {
pub name: Ustr,
pub atlas: Handle<Atlas>,
pub offset: Vec2,
pub animation: AnimatedSprite,
/// Synchronize [`AtlasSprite`] animation with entity animation
pub sync_animation: bool,
/// Synchronize [`Sprite`] color with entity color
pub sync_color: bool,
/// Synchronize [`Sprite`] flip values from parent (both flip and offset)
pub sync_flip: bool,
/// Should attachment inherit parent's rotation (applied to offset and sprite)
pub offset_inherits_rotation: bool,
pub attachment_easing: Handle<AttachmentEasingMeta>,
}
impl AttachmentMeta {
/// Make [`Attachment`] from meta and entity
pub fn attachment(&self, entity: Entity, offset_z: f32) -> Attachment {
Attachment {
entity,
offset: self.offset.extend(offset_z),
sync_animation: self.sync_animation,
sync_color: self.sync_color,
sync_flip: self.sync_flip,
offset_inherits_rotation: self.offset_inherits_rotation,
}
}
}
/// Metadata for [`AttachmentEasing`]
#[derive(HasSchema, Clone, Default)]
#[type_data(metadata_asset("attachment_easing"))]
#[repr(C)]
pub struct AttachmentEasingMeta {
/// Amount offset is changed over time (target offset = initial_offset + delta_offset)
pub delta_offset: Vec2,
/// How long to apply ease function until delta_offset fully applied
pub offset_ease_duration: Duration,
pub ease: EaseMeta,
}
impl AttachmentEasing {
/// Ease progress with delta time
pub fn tick(&mut self, delta_time: Duration) {
self.offset_ease_timer.tick(delta_time);
self.ease.progress = self.offset_ease_timer.percent();
}
/// Compute offset from current progress
pub fn compute_offset(&self) -> Vec2 {
let progress = self.ease.output();
self.initial_offset.lerp(self.target_offset, progress)
}
}
/// System to update the transforms of entities with the [`Attachment`] component.
pub fn update_attachments(
time: Res<Time>,
entities: Res<Entities>,
mut sprites: CompMut<Sprite>,
attachments: Comp<Attachment>,
mut attachment_easings: CompMut<AttachmentEasing>,
invincibles: Comp<Invincibility>,
mut transforms: CompMut<Transform>,
mut atlas_sprites: CompMut<AtlasSprite>,
) {
for (ent, (attachment, easing)) in
entities.iter_with((&attachments, &mut OptionalMut(&mut attachment_easings)))
{
let Some(attached_transform) = transforms.get(attachment.entity).copied() else {
continue;
};
let mut offset = attachment.offset;
// If have a AttachmentEasing component, update offset
if let Some(easing) = easing {
easing.tick(time.delta());
offset = easing.compute_offset().extend(offset.z);
}
let transform = transforms
.get_mut(ent)
.expect("Entities with `Attachment` component must also have a `Transform` component.");
if attachment.offset_inherits_rotation {
*transform = attached_transform;
} else {
// Copy transform values except for rotation
transform.translation = attached_transform.translation;
transform.scale = attached_transform.scale;
}
if attachment.sync_flip {
if let Some((flip_x, flip_y)) = atlas_sprites
.get(attachment.entity)
.map(|x| (x.flip_x, x.flip_y))
.or_else(|| sprites.get(attachment.entity).map(|x| (x.flip_x, x.flip_y)))
{
if flip_x {
offset.x *= -1.0;
}
if flip_y {
offset.y *= -1.0;
}
if let Some((self_flip_x, self_flip_y)) = atlas_sprites
.get_mut(ent)
.map(|x| (&mut x.flip_x, &mut x.flip_y))
.or_else(|| sprites.get_mut(ent).map(|x| (&mut x.flip_x, &mut x.flip_y)))
{
*self_flip_x = flip_x;
*self_flip_y = flip_y;
}
}
}
// Sync animation of attached entity
if attachment.sync_animation {
if let Some((index, attach_atlas)) = atlas_sprites
.get(attachment.entity)
.map(|atlas| atlas.index)
.zip(atlas_sprites.get_mut(ent))
{
attach_atlas.index = index
}
}
// Sync color of attached entity
if attachment.sync_color {
let mut sync_sprite_colors = |alpha| {
if let Some(entity_sprite) = atlas_sprites.get_mut(ent) {
entity_sprite.color.set_a(alpha);
}
if let Some(attachment_sprite) = atlas_sprites.get_mut(attachment.entity) {
attachment_sprite.color.set_a(alpha);
}
};
match invincibles.get(attachment.entity) {
None => sync_sprite_colors(1.0),
Some(_) => sync_sprite_colors(sine_between(
*INVINCIBILITY_ALPHA_RANGE.start(),
*INVINCIBILITY_ALPHA_RANGE.end(),
(time.elapsed().as_millis() / 150) as f32,
)),
}
}
if attachment.offset_inherits_rotation {
// Apply parent rotation to offset. Currently scale is not applied (but probably should be.)
offset = attached_transform.rotation * offset;
}
transform.translation += offset;
}
}
/// A component for attaching an entity to the player's body.
///
/// This is similar to the [`Attachment`] component, but it is special in the way that it will
/// follow the body as it bobs up and down in animations such as standing and walking. This makes it
/// useful for things like hats, etc., that will stick to the player's body.
#[derive(Clone, HasSchema, Default)]
pub struct PlayerBodyAttachment {
/// The player to attach to.
pub player: Entity,
/// The offset relative to the center of the player's sprite.
pub offset: Vec3,
/// Whether the attachment should be to the head instead of the body ( i.e. like a hat ).
pub head: bool,
/// Whether or not to automatically play the same animation bank animation as the sprite that it
/// is attached to.
pub sync_animation: bool,
/// Whether or not to automatically sync the color of the attached entity with the player's
pub sync_color: bool,
}
impl PlayerBodyAttachment {
/// Create a new body attachment to the given player.
pub fn new(player: Entity) -> Self {
Self {
player,
offset: Vec3::ZERO,
head: false,
sync_animation: true,
sync_color: true,
}
}
}
/// This is used by the [`update_player_body_attachments`] system internally.
///
/// It keeps track whether or not an entity had a [`PlayerBodyAttachment`] on the last frame.
#[derive(Clone, Copy, HasSchema, Default)]
struct HadPlayerBodyAttachmentMarker;
/// System that updates entities with the [`PlayerBodyAttachment`] component.
fn update_player_body_attachments(
entities: Res<Entities>,
mut attachments: CompMut<Attachment>,
mut player_body_attachment_markers: CompMut<HadPlayerBodyAttachmentMarker>,
animated_sprites: Comp<AnimatedSprite>,
animation_banks: Comp<AnimationBankSprite>,
player_body_attachments: Comp<PlayerBodyAttachment>,
player_inputs: Res<MatchInputs>,
player_indexes: Comp<PlayerIdx>,
assets: Res<AssetServer>,
) {
for (ent, body_attachment) in entities.iter_with(&player_body_attachments) {
let player_ent = body_attachment.player;
let player_idx = player_indexes.get(player_ent).unwrap();
let player_handle = player_inputs.players[player_idx.0 as usize].selected_player;
let meta = assets.get(player_handle);
let player_sprite = animated_sprites.get(player_ent).unwrap();
let current_frame = player_sprite.index;
let current_anim = animation_banks.get(player_ent).unwrap().current;
let current_body_offset =
meta.layers.body.animations.offsets[¤t_anim][current_frame as usize].body
+ if body_attachment.head {
meta.layers.body.animations.offsets[¤t_anim][current_frame as usize].head
} else {
Vec2::ZERO
};
player_body_attachment_markers.insert(ent, HadPlayerBodyAttachmentMarker);
attachments.insert(
ent,
Attachment {
entity: player_ent,
sync_color: body_attachment.sync_color,
sync_animation: body_attachment.sync_animation,
offset: current_body_offset.extend(0.0) + body_attachment.offset,
sync_flip: true,
offset_inherits_rotation: true,
},
);
}
}
/// System that cleans up old [`Attachment`] and [`HadPlayerBodyAttachmentMarker`] components from
/// an entity when the [`PlayerBodyAttachment`] is removed.
fn remove_player_body_attachments(
entities: Res<Entities>,
player_body_attachments: Comp<PlayerBodyAttachment>,
mut had_player_body_attachment_markers: CompMut<HadPlayerBodyAttachmentMarker>,
mut attachments: CompMut<Attachment>,
) {
let mut bitset = had_player_body_attachment_markers.bitset().clone();
bitset.bit_andnot(player_body_attachments.bitset());
for entity in entities.iter_with_bitset(&bitset) {
attachments.remove(entity);
had_player_body_attachment_markers.remove(entity);
}
}