Disable glider input until keys are pressed again after deploy

This commit is contained in:
Ludvig Böklin 2021-05-20 12:13:59 +02:00
parent fe186fb44d
commit 270f89db6b
2 changed files with 34 additions and 11 deletions

View File

@ -22,6 +22,7 @@ pub struct Data {
pub ori: Ori,
last_vel: Vel,
timer: f32,
inputs_disabled: bool,
}
impl Data {
@ -40,13 +41,19 @@ impl Data {
ori,
last_vel: Vel::zero(),
timer: 0.0,
inputs_disabled: true,
}
}
fn tgt_dir(&self, data: &JoinData) -> Dir {
let move_dir = if self.inputs_disabled {
Vec2::zero()
} else {
data.inputs.move_dir
};
let look_ori = Ori::from(data.inputs.look_dir);
look_ori
.yawed_right(PI / 3.0 * look_ori.right().xy().dot(data.inputs.move_dir))
.yawed_right(PI / 3.0 * look_ori.right().xy().dot(move_dir))
.pitched_up(PI * 0.04)
.pitched_down(
data.inputs
@ -54,7 +61,7 @@ impl Data {
.xy()
.try_normalized()
.map_or(0.0, |ld| {
PI * 0.1 * ld.dot(data.inputs.move_dir) * self.timer.min(PITCH_SLOW_TIME)
PI * 0.1 * ld.dot(move_dir) * self.timer.min(PITCH_SLOW_TIME)
/ PITCH_SLOW_TIME
}),
)
@ -84,6 +91,8 @@ impl CharacterBehavior for Data {
.map(|fluid| fluid.relative_flow(data.vel))
.unwrap_or_default();
let inputs_disabled = self.inputs_disabled && !data.inputs.move_dir.is_approx_zero();
let ori = {
let slerp_s = {
let angle = self.ori.look_dir().angle_between(*data.inputs.look_dir);
@ -178,6 +187,7 @@ impl CharacterBehavior for Data {
ori,
last_vel: *data.vel,
timer: self.timer + data.dt.0,
inputs_disabled,
..*self
});
} else {

View File

@ -22,7 +22,7 @@ use common::{
trade::TradeResult,
util::{
find_dist::{Cube, Cylinder, FindDist},
Dir,
Dir, Plane,
},
vol::ReadVol,
};
@ -762,19 +762,32 @@ impl PlayState for SessionState {
.read_storage::<comp::PhysicsState>()
.get(entity)?
.in_fluid?;
let wind = ecs
.read_storage::<comp::Vel>()
ecs.read_storage::<comp::Vel>()
.get(entity)
.map(|vel| -fluid.relative_flow(vel).0)?;
Dir::from_unnormalized(wind)
.map(|vel| fluid.relative_flow(vel).0)
.map(|rel_flow| {
if !self.free_look {
Plane::from(Dir::new(self.scene.camera().right())).projection(
rel_flow * self.inputs.look_dir.dot(rel_flow).signum(),
)
} else {
-rel_flow
}
})
.and_then(Dir::from_unnormalized)
})
{
self.key_state.auto_walk = false;
self.inputs.move_dir = Vec2::zero();
self.inputs.look_dir = dir;
} else if !self.free_look {
self.walk_forward_dir = self.scene.camera().forward_xy();
self.walk_right_dir = self.scene.camera().right_xy();
self.inputs.look_dir = Dir::from_unnormalized(cam_dir + aim_dir_offset).unwrap();
} else {
self.key_state.auto_walk = self.auto_walk;
if !self.free_look {
self.walk_forward_dir = self.scene.camera().forward_xy();
self.walk_right_dir = self.scene.camera().right_xy();
self.inputs.look_dir =
Dir::from_unnormalized(cam_dir + aim_dir_offset).unwrap();
}
}
// Get the current state of movement related inputs