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add ability to target entities.
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6a193d388d
commit
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@ -663,6 +663,42 @@ impl PlayState for SessionState {
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},
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},
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};
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};
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// to select entity:
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// hover cursor over target, and press 'Y' to select an entity.
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// TODO: make target selection easier, and ability to cycle through targets?
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if let Some((se, inst)) = self.selected_entity {
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let v =
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(
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self.client.borrow()
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.state()
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.ecs()
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.read_storage::<comp::Pos>()
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.get(se)
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.expect("expected selected target pos").0
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-
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self.client.borrow()
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.state()
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.ecs()
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.read_storage::<comp::Pos>()
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.get(self.client.borrow().entity())
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.expect("expected selected player pos").0
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)
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.normalized();
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let x = self.client.borrow_mut()
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.state()
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.ecs()
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.read_storage::<comp::Pos>()
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.get(se)
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.expect("expected selected target pos").0;
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self.scene.camera_mut().set_orientation(v); // TODO: fix janky camera
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self.inputs.look_dir = Dir::from_unnormalized(v).expect("expected normalized dir");
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}
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self.inputs.climb = self.key_state.climb();
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self.inputs.climb = self.key_state.climb();
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self.inputs.fly.set_state(self.key_state.fly);
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self.inputs.fly.set_state(self.key_state.fly);
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self.inputs.move_z =
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self.inputs.move_z =
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