mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Add pub use phys::
and remove most pub mod
s
This commit is contained in:
parent
955c20fa61
commit
7deb3da1af
@ -153,7 +153,7 @@ impl Client {
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pub fn current_chunk(&self) -> Option<Arc<TerrainChunk>> {
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let chunk_pos = Vec2::from(
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self.state
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.read_storage::<comp::phys::Pos>()
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.read_storage::<comp::Pos>()
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.get(self.entity)
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.cloned()?
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.0,
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@ -218,7 +218,7 @@ impl Client {
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// 5) Terrain
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let pos = self
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.state
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.read_storage::<comp::phys::Pos>()
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.read_storage::<comp::Pos>()
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.get(self.entity)
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.cloned();
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if let (Some(pos), Some(view_distance)) = (pos, self.view_distance) {
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@ -1,30 +1,18 @@
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pub mod actor;
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pub mod agent;
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pub mod animation;
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pub mod controller;
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pub mod inputs;
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pub mod phys;
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pub mod player;
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pub mod stats;
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mod agent;
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mod animation;
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mod controller;
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mod inputs;
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mod phys;
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mod player;
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mod stats;
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// Reexports
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pub use actor::Actor;
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pub use actor::Body;
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pub use actor::HumanoidBody;
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pub use actor::QuadrupedBody;
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pub use actor::QuadrupedMediumBody;
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pub use actor::{Actor, Body, HumanoidBody, QuadrupedBody, QuadrupedMediumBody};
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pub use agent::Agent;
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pub use animation::Animation;
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pub use animation::AnimationInfo;
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pub use animation::{Animation, AnimationInfo};
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pub use controller::Controller;
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pub use inputs::Attacking;
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pub use inputs::Gliding;
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pub use inputs::Jumping;
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pub use inputs::MoveDir;
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pub use inputs::OnGround;
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pub use inputs::Respawning;
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pub use inputs::Rolling;
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pub use inputs::{Attacking, Gliding, Jumping, MoveDir, OnGround, Respawning, Rolling};
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pub use phys::{ForceUpdate, Ori, Pos, Vel};
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pub use player::Player;
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pub use stats::Dying;
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pub use stats::HealthSource;
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pub use stats::Stats;
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pub use stats::{Dying, HealthSource, Stats};
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@ -2,7 +2,6 @@ use specs::{Component, NullStorage, VecStorage};
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use vek::*;
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// Position
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#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
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pub struct Pos(pub Vec3<f32>);
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@ -11,7 +10,6 @@ impl Component for Pos {
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}
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// Velocity
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#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
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pub struct Vel(pub Vec3<f32>);
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@ -20,7 +18,6 @@ impl Component for Vel {
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}
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// Orientation
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#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
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pub struct Ori(pub Vec3<f32>);
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@ -29,7 +26,6 @@ impl Component for Ori {
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}
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// ForceUpdate
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#[derive(Copy, Clone, Debug, Default, Serialize, Deserialize)]
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pub struct ForceUpdate;
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@ -19,9 +19,9 @@ pub enum ClientMsg {
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Chat(String),
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PlayerAnimation(comp::AnimationInfo),
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PlayerPhysics {
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pos: comp::phys::Pos,
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vel: comp::phys::Vel,
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ori: comp::phys::Ori,
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pos: comp::Pos,
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vel: comp::Vel,
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ori: comp::Ori,
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},
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TerrainChunkRequest {
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key: Vec2<i32>,
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@ -17,9 +17,9 @@ impl sphynx::ResPacket for EcsResPacket {}
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sphynx::sum_type! {
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub enum EcsCompPacket {
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Pos(comp::phys::Pos),
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Vel(comp::phys::Vel),
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Ori(comp::phys::Ori),
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Pos(comp::Pos),
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Vel(comp::Vel),
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Ori(comp::Ori),
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Actor(comp::Actor),
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Player(comp::Player),
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Stats(comp::Stats),
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@ -33,9 +33,9 @@ sphynx::sum_type! {
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sphynx::sum_type! {
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub enum EcsCompPhantom {
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Pos(PhantomData<comp::phys::Pos>),
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Vel(PhantomData<comp::phys::Vel>),
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Ori(PhantomData<comp::phys::Ori>),
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Pos(PhantomData<comp::Pos>),
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Vel(PhantomData<comp::Vel>),
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Ori(PhantomData<comp::Ori>),
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Actor(PhantomData<comp::Actor>),
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Player(PhantomData<comp::Player>),
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Stats(PhantomData<comp::Stats>),
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@ -32,9 +32,9 @@ pub enum ServerMsg {
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EcsSync(sphynx::SyncPackage<EcsCompPacket, EcsResPacket>),
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EntityPhysics {
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entity: u64,
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pos: comp::phys::Pos,
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vel: comp::phys::Vel,
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ori: comp::phys::Ori,
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pos: comp::Pos,
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vel: comp::Vel,
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ori: comp::Ori,
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},
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EntityAnimation {
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entity: u64,
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@ -104,12 +104,12 @@ impl State {
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ecs.register_synced::<comp::Stats>();
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ecs.register_synced::<comp::Attacking>(); // TODO: Don't send this to the client?
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ecs.register_synced::<comp::Rolling>(); // TODO: Don't send this to the client?
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ecs.register::<comp::phys::ForceUpdate>();
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ecs.register::<comp::ForceUpdate>();
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// Register components synced by other means
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ecs.register::<comp::phys::Pos>();
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ecs.register::<comp::phys::Vel>();
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ecs.register::<comp::phys::Ori>();
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ecs.register::<comp::Pos>();
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ecs.register::<comp::Vel>();
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ecs.register::<comp::Ori>();
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ecs.register::<comp::MoveDir>();
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ecs.register::<comp::OnGround>();
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ecs.register::<comp::AnimationInfo>();
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@ -1,4 +1,4 @@
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use crate::comp::{phys::Pos, Agent, Attacking, Controller, Jumping};
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use crate::comp::{Agent, Attacking, Controller, Jumping, Pos};
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use log::warn;
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use rand::{seq::SliceRandom, thread_rng};
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use specs::{Entities, Join, ReadStorage, System, WriteStorage};
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@ -1,5 +1,8 @@
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use crate::{
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comp::{phys, Animation, AnimationInfo, Attacking, Gliding, Jumping, OnGround, Rolling},
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comp::{
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Animation, AnimationInfo, Attacking, ForceUpdate, Gliding, Jumping, OnGround, Ori, Pos,
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Rolling, Vel,
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},
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state::DeltaTime,
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};
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use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
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@ -10,7 +13,7 @@ impl<'a> System<'a> for Sys {
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type SystemData = (
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Entities<'a>,
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Read<'a, DeltaTime>,
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ReadStorage<'a, phys::Vel>,
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ReadStorage<'a, Vel>,
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ReadStorage<'a, OnGround>,
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ReadStorage<'a, Jumping>,
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ReadStorage<'a, Gliding>,
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@ -1,7 +1,6 @@
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use crate::{
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comp::{
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phys::{ForceUpdate, Ori, Pos, Vel},
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Attacking, HealthSource, Stats,
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Attacking, HealthSource, Stats, {ForceUpdate, Ori, Pos, Vel},
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},
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state::{DeltaTime, Uid},
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};
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@ -1,8 +1,7 @@
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use crate::{
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comp::{
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phys::{ForceUpdate, Ori, Pos, Vel},
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Animation, AnimationInfo, Attacking, Controller, Gliding, HealthSource, Jumping, MoveDir,
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OnGround, Respawning, Rolling, Stats,
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OnGround, Respawning, Rolling, Stats, {ForceUpdate, Ori, Pos, Vel},
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},
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state::DeltaTime,
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};
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@ -1,8 +1,5 @@
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use crate::{
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comp::{
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phys::{Ori, Pos, Vel},
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Gliding, Jumping, MoveDir, OnGround, Rolling, Stats,
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},
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comp::{Gliding, Jumping, MoveDir, OnGround, Ori, Pos, Rolling, Stats, Vel},
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state::DeltaTime,
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terrain::TerrainMap,
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vol::{ReadVol, Vox},
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@ -100,18 +100,12 @@ fn handle_jump(server: &mut Server, entity: EcsEntity, args: String, action: &Ch
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let (opt_x, opt_y, opt_z) = scan_fmt!(&args, action.arg_fmt, f32, f32, f32);
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match (opt_x, opt_y, opt_z) {
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(Some(x), Some(y), Some(z)) => {
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match server
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.state
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.read_component_cloned::<comp::phys::Pos>(entity)
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{
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match server.state.read_component_cloned::<comp::Pos>(entity) {
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Some(current_pos) => {
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server.state.write_component(
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entity,
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comp::phys::Pos(current_pos.0 + Vec3::new(x, y, z)),
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);
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server
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.state
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.write_component(entity, comp::phys::ForceUpdate);
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.write_component(entity, comp::Pos(current_pos.0 + Vec3::new(x, y, z)));
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server.state.write_component(entity, comp::ForceUpdate);
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}
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None => server.clients.notify(
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entity,
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@ -131,10 +125,8 @@ fn handle_goto(server: &mut Server, entity: EcsEntity, args: String, action: &Ch
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(Some(x), Some(y), Some(z)) => {
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server
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.state
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.write_component(entity, comp::phys::Pos(Vec3::new(x, y, z)));
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server
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.state
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.write_component(entity, comp::phys::ForceUpdate);
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.write_component(entity, comp::Pos(Vec3::new(x, y, z)));
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server.state.write_component(entity, comp::ForceUpdate);
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}
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_ => server
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.clients
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@ -173,20 +165,15 @@ fn handle_tp(server: &mut Server, entity: EcsEntity, args: String, action: &Chat
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match opt_alias {
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Some(alias) => {
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let ecs = server.state.ecs();
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let opt_player = (&ecs.entities(), &ecs.read_storage::<comp::player::Player>())
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let opt_player = (&ecs.entities(), &ecs.read_storage::<comp::Player>())
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.join()
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.find(|(_, player)| player.alias == alias)
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.map(|(entity, _)| entity);
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match opt_player {
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Some(player) => match server
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.state
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.read_component_cloned::<comp::phys::Pos>(player)
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{
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Some(player) => match server.state.read_component_cloned::<comp::Pos>(player) {
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Some(pos) => {
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server.state.write_component(entity, pos);
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server
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.state
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.write_component(entity, comp::phys::ForceUpdate);
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server.state.write_component(entity, comp::ForceUpdate);
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}
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None => server.clients.notify(
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entity,
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@ -222,10 +209,7 @@ fn handle_spawn(server: &mut Server, entity: EcsEntity, args: String, action: &C
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match (opt_agent, opt_id, opt_amount) {
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(Some(agent), Some(id), Some(amount)) => {
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match server
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.state
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.read_component_cloned::<comp::phys::Pos>(entity)
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{
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match server.state.read_component_cloned::<comp::Pos>(entity) {
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Some(mut pos) => {
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pos.0.x += 1.0; // Temp fix TODO: Solve NaN issue with positions of pets
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let body = kind_to_body(id);
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@ -135,7 +135,7 @@ impl Server {
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#[allow(dead_code)]
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pub fn create_npc(
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&mut self,
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pos: comp::phys::Pos,
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pos: comp::Pos,
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name: String,
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body: comp::Body,
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) -> EcsEntityBuilder {
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@ -143,13 +143,13 @@ impl Server {
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.ecs_mut()
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.create_entity_synced()
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.with(pos)
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.with(comp::phys::Vel(Vec3::zero()))
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.with(comp::phys::Ori(Vec3::unit_y()))
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.with(comp::Vel(Vec3::zero()))
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.with(comp::Ori(Vec3::unit_y()))
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.with(comp::Controller::default())
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.with(comp::AnimationInfo::default())
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.with(comp::Actor::Character { name, body })
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.with(comp::Stats::default())
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.with(comp::phys::ForceUpdate)
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.with(comp::ForceUpdate)
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}
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pub fn create_player_character(
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@ -165,11 +165,11 @@ impl Server {
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state.write_component(entity, comp::Stats::default());
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state.write_component(entity, comp::AnimationInfo::default());
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state.write_component(entity, comp::Controller::default());
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state.write_component(entity, comp::phys::Pos(spawn_point));
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state.write_component(entity, comp::phys::Vel(Vec3::zero()));
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state.write_component(entity, comp::phys::Ori(Vec3::unit_y()));
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state.write_component(entity, comp::Pos(spawn_point));
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state.write_component(entity, comp::Vel(Vec3::zero()));
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state.write_component(entity, comp::Ori(Vec3::unit_y()));
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// Make sure physics are accepted.
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state.write_component(entity, comp::phys::ForceUpdate);
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state.write_component(entity, comp::ForceUpdate);
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// Tell the client its request was successful.
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client.allow_state(ClientState::Character);
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@ -246,9 +246,8 @@ impl Server {
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// Actually kill them
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for entity in todo_kill {
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if let Some(client) = self.clients.get_mut(&entity) {
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self.state
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.write_component(entity, comp::phys::Vel(Vec3::zero()));
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self.state.write_component(entity, comp::phys::ForceUpdate);
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self.state.write_component(entity, comp::Vel(Vec3::zero()));
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self.state.write_component(entity, comp::ForceUpdate);
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client.force_state(ClientState::Dead);
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} else {
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if let Err(err) = self.state.ecs_mut().delete_entity_synced(entity) {
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@ -273,12 +272,11 @@ impl Server {
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self.state.write_component(entity, comp::Stats::default());
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self.state
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.ecs_mut()
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.write_storage::<comp::phys::Pos>()
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.write_storage::<comp::Pos>()
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.get_mut(entity)
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.map(|pos| pos.0.z += 100.0);
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self.state
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.write_component(entity, comp::phys::Vel(Vec3::zero()));
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self.state.write_component(entity, comp::phys::ForceUpdate);
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self.state.write_component(entity, comp::Vel(Vec3::zero()));
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self.state.write_component(entity, comp::ForceUpdate);
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}
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}
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@ -289,7 +287,7 @@ impl Server {
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for (entity, view_distance, pos) in (
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&self.state.ecs().entities(),
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&self.state.ecs().read_storage::<comp::Player>(),
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&self.state.ecs().read_storage::<comp::phys::Pos>(),
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&self.state.ecs().read_storage::<comp::Pos>(),
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)
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.join()
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.filter_map(|(entity, player, pos)| {
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@ -324,7 +322,7 @@ impl Server {
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// For each player with a position, calculate the distance.
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for (player, pos) in (
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&self.state.ecs().read_storage::<comp::Player>(),
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&self.state.ecs().read_storage::<comp::phys::Pos>(),
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&self.state.ecs().read_storage::<comp::Pos>(),
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)
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.join()
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{
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@ -632,9 +630,9 @@ impl Server {
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// Sync physics
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for (&uid, &pos, &vel, &ori) in (
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&state.ecs().read_storage::<Uid>(),
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&state.ecs().read_storage::<comp::phys::Pos>(),
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&state.ecs().read_storage::<comp::phys::Vel>(),
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&state.ecs().read_storage::<comp::phys::Ori>(),
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&state.ecs().read_storage::<comp::Pos>(),
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&state.ecs().read_storage::<comp::Vel>(),
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&state.ecs().read_storage::<comp::Ori>(),
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)
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.join()
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{
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@ -673,13 +671,10 @@ impl Server {
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for (entity, &uid, &pos, &vel, &ori, force_update) in (
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&self.state.ecs().entities(),
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&self.state.ecs().read_storage::<Uid>(),
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&self.state.ecs().read_storage::<comp::phys::Pos>(),
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&self.state.ecs().read_storage::<comp::phys::Vel>(),
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&self.state.ecs().read_storage::<comp::phys::Ori>(),
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self.state
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.ecs()
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.read_storage::<comp::phys::ForceUpdate>()
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.maybe(),
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&self.state.ecs().read_storage::<comp::Pos>(),
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&self.state.ecs().read_storage::<comp::Vel>(),
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&self.state.ecs().read_storage::<comp::Ori>(),
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self.state.ecs().read_storage::<comp::ForceUpdate>().maybe(),
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)
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.join()
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{
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@ -695,7 +690,7 @@ impl Server {
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let in_vd = |entity| {
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// Get client position.
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let client_pos = match state.ecs().read_storage::<comp::phys::Pos>().get(entity) {
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let client_pos = match state.ecs().read_storage::<comp::Pos>().get(entity) {
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Some(pos) => pos.0,
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None => return false,
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};
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@ -726,10 +721,7 @@ impl Server {
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&self.state.ecs().entities(),
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&self.state.ecs().read_storage::<Uid>(),
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&self.state.ecs().read_storage::<comp::AnimationInfo>(),
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self.state
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.ecs()
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.read_storage::<comp::phys::ForceUpdate>()
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.maybe(),
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self.state.ecs().read_storage::<comp::ForceUpdate>().maybe(),
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)
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.join()
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{
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@ -748,7 +740,7 @@ impl Server {
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// Remove all force flags.
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self.state
|
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.ecs_mut()
|
||||
.write_storage::<comp::phys::ForceUpdate>()
|
||||
.write_storage::<comp::ForceUpdate>()
|
||||
.clear();
|
||||
}
|
||||
|
||||
|
@ -103,7 +103,7 @@ font_ids! {
|
||||
pub struct DebugInfo {
|
||||
pub tps: f64,
|
||||
pub ping_ms: f64,
|
||||
pub coordinates: Option<comp::phys::Pos>,
|
||||
pub coordinates: Option<comp::Pos>,
|
||||
}
|
||||
|
||||
pub enum Event {
|
||||
@ -312,7 +312,7 @@ impl Hud {
|
||||
if self.show.ingame {
|
||||
let ecs = client.state().ecs();
|
||||
let actor = ecs.read_storage::<comp::Actor>();
|
||||
let pos = ecs.read_storage::<comp::phys::Pos>();
|
||||
let pos = ecs.read_storage::<comp::Pos>();
|
||||
let stats = ecs.read_storage::<comp::Stats>();
|
||||
let player = ecs.read_storage::<comp::Player>();
|
||||
let entities = ecs.entities();
|
||||
@ -322,7 +322,7 @@ impl Hud {
|
||||
let player_pos = client
|
||||
.state()
|
||||
.ecs()
|
||||
.read_storage::<comp::phys::Pos>()
|
||||
.read_storage::<comp::Pos>()
|
||||
.get(client.entity())
|
||||
.map_or(Vec3::zero(), |pos| pos.0);
|
||||
let mut name_id_walker = self.ids.name_tags.walk();
|
||||
|
@ -477,15 +477,15 @@ impl FigureMgr {
|
||||
let player_pos = client
|
||||
.state()
|
||||
.ecs()
|
||||
.read_storage::<comp::phys::Pos>()
|
||||
.read_storage::<comp::Pos>()
|
||||
.get(client.entity())
|
||||
.map_or(Vec3::zero(), |pos| pos.0);
|
||||
|
||||
for (entity, pos, vel, ori, actor, animation_info, stats) in (
|
||||
&ecs.entities(),
|
||||
&ecs.read_storage::<comp::phys::Pos>(),
|
||||
&ecs.read_storage::<comp::phys::Vel>(),
|
||||
&ecs.read_storage::<comp::phys::Ori>(),
|
||||
&ecs.read_storage::<comp::Pos>(),
|
||||
&ecs.read_storage::<comp::Vel>(),
|
||||
&ecs.read_storage::<comp::Ori>(),
|
||||
&ecs.read_storage::<comp::Actor>(),
|
||||
&ecs.read_storage::<comp::AnimationInfo>(),
|
||||
ecs.read_storage::<comp::Stats>().maybe(),
|
||||
@ -676,15 +676,15 @@ impl FigureMgr {
|
||||
let player_pos = client
|
||||
.state()
|
||||
.ecs()
|
||||
.read_storage::<comp::phys::Pos>()
|
||||
.read_storage::<comp::Pos>()
|
||||
.get(client.entity())
|
||||
.map_or(Vec3::zero(), |pos| pos.0);
|
||||
|
||||
for (entity, _, _, _, actor, _, _) in (
|
||||
&ecs.entities(),
|
||||
&ecs.read_storage::<comp::phys::Pos>(),
|
||||
&ecs.read_storage::<comp::phys::Vel>(),
|
||||
&ecs.read_storage::<comp::phys::Ori>(),
|
||||
&ecs.read_storage::<comp::Pos>(),
|
||||
&ecs.read_storage::<comp::Vel>(),
|
||||
&ecs.read_storage::<comp::Ori>(),
|
||||
&ecs.read_storage::<comp::Actor>(),
|
||||
&ecs.read_storage::<comp::AnimationInfo>(),
|
||||
ecs.read_storage::<comp::Stats>().maybe(),
|
||||
|
@ -110,7 +110,7 @@ impl Scene {
|
||||
let player_pos = client
|
||||
.state()
|
||||
.ecs()
|
||||
.read_storage::<comp::phys::Pos>()
|
||||
.read_storage::<comp::Pos>()
|
||||
.get(client.entity())
|
||||
.map_or(Vec3::zero(), |pos| pos.0);
|
||||
|
||||
|
@ -8,7 +8,7 @@ use crate::{
|
||||
Direction, Error, GlobalState, PlayState, PlayStateResult,
|
||||
};
|
||||
use client::{self, Client};
|
||||
use common::{clock::Clock, comp, comp::phys::Pos, msg::ClientState};
|
||||
use common::{clock::Clock, comp, comp::Pos, msg::ClientState};
|
||||
use log::{error, warn};
|
||||
use std::{cell::RefCell, rc::Rc, time::Duration};
|
||||
use vek::*;
|
||||
|
Loading…
Reference in New Issue
Block a user