mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Make character model more variable
Former-commit-id: 331baad40c79d846290c4617ea8e359b2786c7ef
This commit is contained in:
parent
836e6245ee
commit
802c484a38
@ -18,7 +18,7 @@ fn main() {
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let mut clock = Clock::new();
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// Create client
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let mut client = Client::new(([127, 0, 0, 1], 59003), comp::Player::new("test".to_string()), None, 300)
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let mut client = Client::new(([127, 0, 0, 1], 59003), comp::Player::new("test".to_string()), 300)
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.expect("Failed to create client instance");
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client.send_chat("Hello!".to_string());
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@ -52,7 +52,6 @@ impl Client {
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pub fn new<A: Into<SocketAddr>>(
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addr: A,
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player: comp::Player,
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character: Option<comp::Character>,
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view_distance: u64,
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) -> Result<Self, Error> {
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@ -61,7 +60,6 @@ impl Client {
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// Send connection request
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postbox.send_message(ClientMsg::Connect {
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player,
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character,
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});
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// Wait for handshake from server
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@ -1,7 +1,8 @@
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use specs::{Component, VecStorage, FlaggedStorage};
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use vek::*;
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use rand::prelude::*;
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#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Race {
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Danari,
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Dwarf,
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@ -11,13 +12,103 @@ pub enum Race {
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Undead,
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}
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#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Gender {
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Female,
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Male,
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Unspecified,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Head {
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DefaultHead,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Chest {
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DefaultChest,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Belt {
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DefaultBelt,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Pants {
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DefaultPants,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Hand {
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DefaultHand,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Foot {
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DefaultFoot,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Weapon {
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Daggers,
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SwordShield,
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Sword,
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Axe,
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Hammer,
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Bow,
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Staff,
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}
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use Race::*;
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use Gender::*;
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use Head::*;
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use Chest::*;
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use Belt::*;
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use Pants::*;
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use Hand::*;
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use Foot::*;
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use Weapon::*;
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const ALL_RACES: [Race; 6] = [Danari, Dwarf, Elf, Human, Orc, Undead];
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const ALL_GENDERS: [Gender; 3] = [Female, Male, Unspecified];
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const ALL_HEADS: [Head; 1] = [DefaultHead];
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const ALL_CHESTS: [Chest; 1] = [DefaultChest];
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const ALL_BELTS: [Belt; 1] = [DefaultBelt];
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const ALL_PANTS: [Pants; 1] = [DefaultPants];
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const ALL_HANDS: [Hand; 1] = [DefaultHand];
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const ALL_FEET: [Foot; 1] = [DefaultFoot];
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const ALL_WEAPONS: [Weapon; 7] = [Daggers, SwordShield, Sword, Axe, Hammer, Bow, Staff];
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub struct Character {
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pub race: Race,
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pub gender: Gender,
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pub head: Head,
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pub chest: Chest,
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pub belt: Belt,
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pub pants: Pants,
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pub hand: Hand,
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pub foot: Foot,
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pub weapon: Weapon,
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}
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impl Character {
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pub fn random() -> Self {
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Self {
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race: *thread_rng().choose(&ALL_RACES).unwrap(),
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gender: *thread_rng().choose(&ALL_GENDERS).unwrap(),
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head: *thread_rng().choose(&ALL_HEADS).unwrap(),
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chest: *thread_rng().choose(&ALL_CHESTS).unwrap(),
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belt: *thread_rng().choose(&ALL_BELTS).unwrap(),
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pants: *thread_rng().choose(&ALL_PANTS).unwrap(),
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hand: *thread_rng().choose(&ALL_HANDS).unwrap(),
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foot: *thread_rng().choose(&ALL_FEET).unwrap(),
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weapon: *thread_rng().choose(&ALL_WEAPONS).unwrap(),
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}
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}
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}
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#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
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pub struct AnimationHistory {
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pub last: Option<Animation>,
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@ -30,33 +121,6 @@ pub enum Animation {
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Run,
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}
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#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
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pub struct Character {
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race: Race,
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gender: Gender,
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head: (),
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chest: (),
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belt: (),
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arms: (),
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feet: (),
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}
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impl Character {
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// TODO: Remove this
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pub fn test() -> Self {
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Self {
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race: Race::Human,
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gender: Gender::Unspecified,
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head: (),
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chest: (),
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belt: (),
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arms: (),
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feet: (),
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}
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}
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}
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impl Component for Character {
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type Storage = FlaggedStorage<Self, VecStorage<Self>>;
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}
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@ -5,9 +5,11 @@ use crate::comp;
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pub enum ClientMsg {
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Connect {
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player: comp::Player,
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character: Option<comp::Character>,
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},
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Character {
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character: comp::Character,
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},
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Ping,
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Pong,
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Chat(String),
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@ -72,7 +72,7 @@ impl Server {
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};
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for i in 0..4 {
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this.create_character(comp::Character::test())
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this.create_npc(comp::Character::random())
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.with(comp::Agent::Wanderer(Vec2::zero()))
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.with(comp::Control::default())
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.build();
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@ -105,7 +105,7 @@ impl Server {
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/// Build a non-player character
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#[allow(dead_code)]
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pub fn create_character(&mut self, character: comp::Character) -> EcsEntityBuilder {
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pub fn create_npc(&mut self, character: comp::Character) -> EcsEntityBuilder {
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self.state
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.ecs_mut()
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.create_entity_synced()
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@ -115,6 +115,21 @@ impl Server {
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.with(character)
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}
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pub fn create_player_character(state: &mut State, entity: EcsEntity, character: comp::Character) {
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state.write_component(entity, character);
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state.write_component(entity, comp::phys::Pos(Vec3::zero()));
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state.write_component(entity, comp::phys::Vel(Vec3::zero()));
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state.write_component(entity, comp::phys::Dir(Vec3::unit_y()));
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// Make sure everything is accepted
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state.write_component(entity, comp::phys::ForceUpdate);
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// Set initial animation
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state.write_component(entity, comp::AnimationHistory {
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last: None,
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current: Animation::Idle
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});
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}
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/// Execute a single server tick, handle input and update the game state by the given duration
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#[allow(dead_code)]
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pub fn tick(&mut self, input: Input, dt: Duration) -> Result<Vec<Event>, Error> {
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@ -234,14 +249,15 @@ impl Server {
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for msg in new_msgs {
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match client.state {
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ClientState::Connecting => match msg {
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ClientMsg::Connect { player, character } => {
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Self::initialize_client(state, entity, client, player, character);
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ClientMsg::Connect { player } => {
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Self::initialize_client(state, entity, client, player);
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}
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_ => disconnect = true,
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},
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ClientState::Connected => match msg {
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ClientMsg::Connect { .. } => disconnect = true, // Not allowed when already connected
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ClientMsg::Disconnect => disconnect = true,
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ClientMsg::Character { character } => Self::create_player_character(state, entity, character),
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ClientMsg::Ping => client.postbox.send_message(ServerMsg::Pong),
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ClientMsg::Pong => {}
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ClientMsg::Chat(msg) => new_chat_msgs.push((entity, msg)),
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@ -325,30 +341,10 @@ impl Server {
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entity: specs::Entity,
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client: &mut Client,
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player: comp::Player,
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character: Option<comp::Character>,
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) {
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// Save player metadata (for example the username)
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state.write_component(entity, player);
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// Give the player it's character if he wants one
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// (Chat only clients don't need one for example)
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if let Some(character) = character {
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state.write_component(entity, character);
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// Every character has to have these components
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state.write_component(entity, comp::phys::Pos(Vec3::zero()));
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state.write_component(entity, comp::phys::Vel(Vec3::zero()));
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state.write_component(entity, comp::phys::Dir(Vec3::unit_y()));
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// Make sure everything is accepted
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state.write_component(entity, comp::phys::ForceUpdate);
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// Set initial animation
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state.write_component(entity, comp::AnimationHistory {
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last: None,
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current: Animation::Idle
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});
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}
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client.state = ClientState::Connected;
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// Return a handshake with the state of the current world
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@ -3,7 +3,21 @@ use crate::{
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ui::{self, ScaleMode, Ui},
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window::Window,
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};
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use common::assets;
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use common::{
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assets,
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comp::character::{
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self,
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Race,
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Gender,
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Head,
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Chest,
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Belt,
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Pants,
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Hand,
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Foot,
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Weapon,
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}
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};
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use conrod_core::{
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color,
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color::TRANSPARENT,
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@ -65,8 +79,8 @@ widget_ids! {
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race_4,
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race_5,
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race_6,
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sex_1,
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sex_2,
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gender_1,
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gender_2,
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weapon_1,
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weapon_2,
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weapon_3,
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@ -315,34 +329,13 @@ enum CreationState {
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Weapon,
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Body(BodyPart),
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}
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enum Races {
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Human,
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Orc,
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Elf,
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Dwarf,
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Undead,
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Danari,
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}
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#[derive(Clone, Copy)]
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enum BodyPart {
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SkinEyes,
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Hair,
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Accessories,
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}
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enum Sex {
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Male,
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Female,
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Undefined,
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}
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enum Weapons {
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Daggers,
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SwordShield,
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Sword,
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Axe,
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Hammer,
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Bow,
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Staff,
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}
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pub enum Event {
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Logout,
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@ -360,9 +353,15 @@ pub struct CharSelectionUi {
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font_opensans: FontId,
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character_creation: bool,
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selected_char_no: Option<i32>,
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race: Races,
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sex: Sex,
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weapon: Weapons,
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race: Race,
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gender: Gender,
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head: Head,
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chest: Chest,
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belt: Belt,
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pants: Pants,
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hand: Hand,
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foot: Foot,
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weapon: Weapon,
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creation_state: CreationState,
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character_name: String,
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}
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@ -386,7 +385,8 @@ impl CharSelectionUi {
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};
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let font_opensans = load_font("/OpenSans-Regular.ttf", &mut ui);
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let font_metamorph = load_font("/Metamorphous-Regular.ttf", &mut ui);
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// TODO: Randomize initial values
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Self {
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ui,
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imgs,
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@ -396,9 +396,15 @@ impl CharSelectionUi {
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character_creation: false,
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selected_char_no: None,
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character_name: "Character Name".to_string(),
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race: Races::Human,
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sex: Sex::Male,
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weapon: Weapons::Sword,
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race: Race::Human,
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gender: Gender::Male,
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head: Head::DefaultHead,
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chest: Chest::DefaultChest,
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belt: Belt::DefaultBelt,
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pants: Pants::DefaultPants,
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hand: Hand::DefaultHand,
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foot: Foot::DefaultFoot,
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weapon: Weapon::Sword,
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creation_state: CreationState::Race,
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}
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}
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@ -581,6 +587,7 @@ impl CharSelectionUi {
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.set(self.ids.create_button, ui_widgets)
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.was_clicked()
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{
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// TODO: Save character
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self.character_creation = false;
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}
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// Character Name Input
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@ -704,7 +711,7 @@ impl CharSelectionUi {
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.w_h(68.0, 68.0)
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.mid_left_of(self.ids.gender_bg)
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.set(self.ids.male, ui_widgets);
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if Button::image(if let Sex::Male = self.sex {
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if Button::image(if let Gender::Male = self.gender {
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self.imgs.icon_border_pressed
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} else {
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self.imgs.icon_border
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@ -712,17 +719,17 @@ impl CharSelectionUi {
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.middle_of(self.ids.male)
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.hover_image(self.imgs.icon_border_mo)
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.press_image(self.imgs.icon_border_press)
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.set(self.ids.sex_1, ui_widgets)
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.set(self.ids.gender_1, ui_widgets)
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.was_clicked()
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{
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self.sex = Sex::Male;
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self.gender = Gender::Male;
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}
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// Female
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Image::new(self.imgs.female)
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.w_h(68.0, 68.0)
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.right_from(self.ids.male, 16.0)
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.set(self.ids.female, ui_widgets);
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if Button::image(if let Sex::Female = self.sex {
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if Button::image(if let Gender::Female = self.gender {
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self.imgs.icon_border_pressed
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} else {
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self.imgs.icon_border
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@ -730,10 +737,10 @@ impl CharSelectionUi {
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.middle_of(self.ids.female)
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.hover_image(self.imgs.icon_border_mo)
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.press_image(self.imgs.icon_border_press)
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.set(self.ids.sex_2, ui_widgets)
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.set(self.ids.gender_2, ui_widgets)
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.was_clicked()
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{
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self.sex = Sex::Female;
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self.gender = Gender::Female;
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}
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// for alignment
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Rectangle::fill_with([458.0, 68.0], color::TRANSPARENT)
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@ -741,7 +748,7 @@ impl CharSelectionUi {
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.set(self.ids.races_bg, ui_widgets);
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// TODO: If races where in some sort of array format we could do this in a loop
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// Human
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Image::new(if let Sex::Male = self.sex {
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Image::new(if let Gender::Male = self.gender {
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self.imgs.human_m
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} else {
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self.imgs.human_f
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@ -749,7 +756,7 @@ impl CharSelectionUi {
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.w_h(68.0, 68.0)
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.mid_left_of(self.ids.races_bg)
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.set(self.ids.human, ui_widgets);
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if Button::image(if let Races::Human = self.race {
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if Button::image(if let Race::Human = self.race {
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self.imgs.icon_border_pressed
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} else {
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self.imgs.icon_border
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@ -760,11 +767,11 @@ impl CharSelectionUi {
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.set(self.ids.race_1, ui_widgets)
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.was_clicked()
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{
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self.race = Races::Human;
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self.race = Race::Human;
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}
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// Orc
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Image::new(if let Sex::Male = self.sex {
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Image::new(if let Gender::Male = self.gender {
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self.imgs.orc_m
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} else {
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self.imgs.orc_f
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@ -772,7 +779,7 @@ impl CharSelectionUi {
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.w_h(68.0, 68.0)
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.right_from(self.ids.human, 10.0)
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.set(self.ids.orc, ui_widgets);
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if Button::image(if let Races::Orc = self.race {
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if Button::image(if let Race::Orc = self.race {
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self.imgs.icon_border_pressed
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} else {
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self.imgs.icon_border
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@ -783,10 +790,10 @@ impl CharSelectionUi {
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.set(self.ids.race_2, ui_widgets)
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.was_clicked()
|
||||
{
|
||||
self.race = Races::Orc;
|
||||
self.race = Race::Orc;
|
||||
}
|
||||
// Dwarf
|
||||
Image::new(if let Sex::Male = self.sex {
|
||||
Image::new(if let Gender::Male = self.gender {
|
||||
self.imgs.dwarf_m
|
||||
} else {
|
||||
self.imgs.dwarf_f
|
||||
@ -794,7 +801,7 @@ impl CharSelectionUi {
|
||||
.w_h(68.0, 68.0)
|
||||
.right_from(self.ids.human, 10.0 * 2.0 + 68.0)
|
||||
.set(self.ids.dwarf, ui_widgets);
|
||||
if Button::image(if let Races::Dwarf = self.race {
|
||||
if Button::image(if let Race::Dwarf = self.race {
|
||||
self.imgs.icon_border_pressed
|
||||
} else {
|
||||
self.imgs.icon_border
|
||||
@ -805,10 +812,10 @@ impl CharSelectionUi {
|
||||
.set(self.ids.race_3, ui_widgets)
|
||||
.was_clicked()
|
||||
{
|
||||
self.race = Races::Dwarf;
|
||||
self.race = Race::Dwarf;
|
||||
}
|
||||
// Elf
|
||||
Image::new(if let Sex::Male = self.sex {
|
||||
Image::new(if let Gender::Male = self.gender {
|
||||
self.imgs.elf_m
|
||||
} else {
|
||||
self.imgs.elf_f
|
||||
@ -816,7 +823,7 @@ impl CharSelectionUi {
|
||||
.w_h(68.0, 68.0)
|
||||
.right_from(self.ids.human, 10.0 * 3.0 + 68.0 * 2.0)
|
||||
.set(self.ids.elf, ui_widgets);
|
||||
if Button::image(if let Races::Elf = self.race {
|
||||
if Button::image(if let Race::Elf = self.race {
|
||||
self.imgs.icon_border_pressed
|
||||
} else {
|
||||
self.imgs.icon_border
|
||||
@ -827,10 +834,10 @@ impl CharSelectionUi {
|
||||
.set(self.ids.race_4, ui_widgets)
|
||||
.was_clicked()
|
||||
{
|
||||
self.race = Races::Elf;
|
||||
self.race = Race::Elf;
|
||||
}
|
||||
// Undead
|
||||
Image::new(if let Sex::Male = self.sex {
|
||||
Image::new(if let Gender::Male = self.gender {
|
||||
self.imgs.undead_m
|
||||
} else {
|
||||
self.imgs.undead_f
|
||||
@ -838,7 +845,7 @@ impl CharSelectionUi {
|
||||
.w_h(68.0, 68.0)
|
||||
.right_from(self.ids.human, 10.0 * 4.0 + 68.0 * 3.0)
|
||||
.set(self.ids.undead, ui_widgets);
|
||||
if Button::image(if let Races::Undead = self.race {
|
||||
if Button::image(if let Race::Undead = self.race {
|
||||
self.imgs.icon_border_pressed
|
||||
} else {
|
||||
self.imgs.icon_border
|
||||
@ -849,17 +856,17 @@ impl CharSelectionUi {
|
||||
.set(self.ids.race_5, ui_widgets)
|
||||
.was_clicked()
|
||||
{
|
||||
self.race = Races::Undead;
|
||||
self.race = Race::Undead;
|
||||
}
|
||||
// Danari
|
||||
Image::new(if let Sex::Male = self.sex {
|
||||
Image::new(if let Gender::Male = self.gender {
|
||||
self.imgs.danari_m
|
||||
} else {
|
||||
self.imgs.danari_f
|
||||
})
|
||||
.right_from(self.ids.human, 10.0 * 5.0 + 68.0 * 4.0)
|
||||
.set(self.ids.danari, ui_widgets);
|
||||
if Button::image(if let Races::Danari = self.race {
|
||||
if Button::image(if let Race::Danari = self.race {
|
||||
self.imgs.icon_border_pressed
|
||||
} else {
|
||||
self.imgs.icon_border
|
||||
@ -871,7 +878,7 @@ impl CharSelectionUi {
|
||||
.set(self.ids.race_6, ui_widgets)
|
||||
.was_clicked()
|
||||
{
|
||||
self.race = Races::Danari;
|
||||
self.race = Race::Danari;
|
||||
}
|
||||
|
||||
// Description Headline and Text
|
||||
@ -933,12 +940,12 @@ impl CharSelectionUi {
|
||||
Outcast communities consisting of these Blessed Danari have formed all over the land.";
|
||||
|
||||
let (race_str, race_desc) = match self.race {
|
||||
Races::Human => ("Humans", HUMAN_DESC),
|
||||
Races::Orc => ("Orcs", ORC_DESC),
|
||||
Races::Dwarf => ("Dwarves", DWARF_DESC),
|
||||
Races::Undead => ("Undead", UNDEAD_DESC),
|
||||
Races::Elf => ("Elves", ELF_DESC),
|
||||
Races::Danari => ("Danari", DANARI_DESC),
|
||||
Race::Human => ("Humans", HUMAN_DESC),
|
||||
Race::Orc => ("Orcs", ORC_DESC),
|
||||
Race::Dwarf => ("Dwarves", DWARF_DESC),
|
||||
Race::Undead => ("Undead", UNDEAD_DESC),
|
||||
Race::Elf => ("Elves", ELF_DESC),
|
||||
Race::Danari => ("Danari", DANARI_DESC),
|
||||
};
|
||||
Text::new(race_str)
|
||||
.mid_top_with_margin_on(self.ids.creation_window, 370.0)
|
||||
@ -972,7 +979,7 @@ impl CharSelectionUi {
|
||||
.w_h(60.0, 60.0)
|
||||
.mid_left_of(self.ids.weapon_bg)
|
||||
.set(self.ids.sword_shield, ui_widgets);
|
||||
if Button::image(if let Weapons::SwordShield = self.weapon {
|
||||
if Button::image(if let Weapon::SwordShield = self.weapon {
|
||||
self.imgs.icon_border_pressed
|
||||
} else {
|
||||
self.imgs.icon_border
|
||||
@ -983,7 +990,7 @@ impl CharSelectionUi {
|
||||
.set(self.ids.weapon_1, ui_widgets)
|
||||
.was_clicked()
|
||||
{
|
||||
self.weapon = Weapons::SwordShield;
|
||||
self.weapon = Weapon::SwordShield;
|
||||
}
|
||||
|
||||
// Daggers
|
||||
@ -991,7 +998,7 @@ impl CharSelectionUi {
|
||||
.w_h(60.0, 60.0)
|
||||
.right_from(self.ids.sword_shield, 8.0)
|
||||
.set(self.ids.daggers, ui_widgets);
|
||||
if Button::image(if let Weapons::Daggers = self.weapon {
|
||||
if Button::image(if let Weapon::Daggers = self.weapon {
|
||||
self.imgs.icon_border_pressed
|
||||
} else {
|
||||
self.imgs.icon_border
|
||||
@ -1002,7 +1009,7 @@ impl CharSelectionUi {
|
||||
.set(self.ids.weapon_2, ui_widgets)
|
||||
.was_clicked()
|
||||
{
|
||||
self.weapon = Weapons::Daggers;
|
||||
self.weapon = Weapon::Daggers;
|
||||
}
|
||||
|
||||
// Sword
|
||||
@ -1010,7 +1017,7 @@ impl CharSelectionUi {
|
||||
.w_h(60.0, 60.0)
|
||||
.right_from(self.ids.sword_shield, 8.0 * 2.0 + 60.0 * 1.0)
|
||||
.set(self.ids.sword, ui_widgets);
|
||||
if Button::image(if let Weapons::Sword = self.weapon {
|
||||
if Button::image(if let Weapon::Sword = self.weapon {
|
||||
self.imgs.icon_border_pressed
|
||||
} else {
|
||||
self.imgs.icon_border
|
||||
@ -1021,14 +1028,14 @@ impl CharSelectionUi {
|
||||
.set(self.ids.weapon_3, ui_widgets)
|
||||
.was_clicked()
|
||||
{
|
||||
self.weapon = Weapons::Sword;
|
||||
self.weapon = Weapon::Sword;
|
||||
}
|
||||
// Axe
|
||||
Image::new(self.imgs.axe)
|
||||
.w_h(60.0, 60.0)
|
||||
.right_from(self.ids.sword_shield, 8.0 * 3.0 + 60.0 * 2.0)
|
||||
.set(self.ids.axe, ui_widgets);
|
||||
if Button::image(if let Weapons::Axe = self.weapon {
|
||||
if Button::image(if let Weapon::Axe = self.weapon {
|
||||
self.imgs.icon_border_pressed
|
||||
} else {
|
||||
self.imgs.icon_border
|
||||
@ -1039,14 +1046,14 @@ impl CharSelectionUi {
|
||||
.set(self.ids.weapon_4, ui_widgets)
|
||||
.was_clicked()
|
||||
{
|
||||
self.weapon = Weapons::Axe;
|
||||
self.weapon = Weapon::Axe;
|
||||
}
|
||||
// Hammer
|
||||
Image::new(self.imgs.hammer)
|
||||
.w_h(60.0, 60.0)
|
||||
.right_from(self.ids.sword_shield, 8.0 * 4.0 + 60.0 * 3.0)
|
||||
.set(self.ids.hammer, ui_widgets);
|
||||
if Button::image(if let Weapons::Hammer = self.weapon {
|
||||
if Button::image(if let Weapon::Hammer = self.weapon {
|
||||
self.imgs.icon_border_pressed
|
||||
} else {
|
||||
self.imgs.icon_border
|
||||
@ -1057,14 +1064,14 @@ impl CharSelectionUi {
|
||||
.set(self.ids.weapon_5, ui_widgets)
|
||||
.was_clicked()
|
||||
{
|
||||
self.weapon = Weapons::Hammer;
|
||||
self.weapon = Weapon::Hammer;
|
||||
}
|
||||
// Bow
|
||||
Image::new(self.imgs.bow)
|
||||
.w_h(60.0, 60.0)
|
||||
.right_from(self.ids.sword_shield, 8.0 * 5.0 + 60.0 * 4.0)
|
||||
.set(self.ids.bow, ui_widgets);
|
||||
if Button::image(if let Weapons::Bow = self.weapon {
|
||||
if Button::image(if let Weapon::Bow = self.weapon {
|
||||
self.imgs.icon_border_pressed
|
||||
} else {
|
||||
self.imgs.icon_border
|
||||
@ -1075,14 +1082,14 @@ impl CharSelectionUi {
|
||||
.set(self.ids.weapon_6, ui_widgets)
|
||||
.was_clicked()
|
||||
{
|
||||
self.weapon = Weapons::Bow;
|
||||
self.weapon = Weapon::Bow;
|
||||
}
|
||||
// Staff
|
||||
Image::new(self.imgs.staff)
|
||||
.w_h(60.0, 60.0)
|
||||
.right_from(self.ids.sword_shield, 8.0 * 6.0 + 60.0 * 5.0)
|
||||
.set(self.ids.staff, ui_widgets);
|
||||
if Button::image(if let Weapons::Staff = self.weapon {
|
||||
if Button::image(if let Weapon::Staff = self.weapon {
|
||||
self.imgs.icon_border_pressed
|
||||
} else {
|
||||
self.imgs.icon_border
|
||||
@ -1093,7 +1100,7 @@ impl CharSelectionUi {
|
||||
.set(self.ids.weapon_7, ui_widgets)
|
||||
.was_clicked()
|
||||
{
|
||||
self.weapon = Weapons::Staff;
|
||||
self.weapon = Weapon::Staff;
|
||||
}
|
||||
|
||||
// TODO: Load these from files (or from the server???)
|
||||
@ -1106,13 +1113,13 @@ impl CharSelectionUi {
|
||||
const STAFF_DESC: &str = " MISSING ";
|
||||
|
||||
let (weapon_str, weapon_desc) = match self.weapon {
|
||||
Weapons::SwordShield => ("Sword and Shield", SWORDSHIELD_DESC),
|
||||
Weapons::Daggers => ("Daggers", DAGGERS_DESC),
|
||||
Weapons::Sword => ("Sword", SWORD_DESC),
|
||||
Weapons::Axe => ("Axe", AXE_DESC),
|
||||
Weapons::Hammer => ("Hammer", HAMMER_DESC),
|
||||
Weapons::Bow => ("Bow", BOW_DESC),
|
||||
Weapons::Staff => ("Staff", STAFF_DESC),
|
||||
Weapon::SwordShield => ("Sword and Shield", SWORDSHIELD_DESC),
|
||||
Weapon::Daggers => ("Daggers", DAGGERS_DESC),
|
||||
Weapon::Sword => ("Sword", SWORD_DESC),
|
||||
Weapon::Axe => ("Axe", AXE_DESC),
|
||||
Weapon::Hammer => ("Hammer", HAMMER_DESC),
|
||||
Weapon::Bow => ("Bow", BOW_DESC),
|
||||
Weapon::Staff => ("Staff", STAFF_DESC),
|
||||
};
|
||||
Text::new(weapon_str)
|
||||
.mid_top_with_margin_on(self.ids.creation_window, 370.0)
|
||||
@ -1452,7 +1459,7 @@ impl CharSelectionUi {
|
||||
.was_clicked()
|
||||
{};
|
||||
// Beard -> Only active when "male" was chosen
|
||||
if let Sex::Male = self.sex {
|
||||
if let Gender::Male = self.gender {
|
||||
Text::new("Beard Style")
|
||||
.mid_top_with_margin_on(self.ids.hair_window, 340.0)
|
||||
.color(TEXT_COLOR)
|
||||
@ -1484,7 +1491,7 @@ impl CharSelectionUi {
|
||||
// Brightness -> Slider
|
||||
BodyPart::Accessories => {
|
||||
match self.race {
|
||||
Races::Human => {
|
||||
Race::Human => {
|
||||
Text::new("Head Band")
|
||||
.mid_top_with_margin_on(self.ids.accessories_window, 60.0)
|
||||
.color(TEXT_COLOR)
|
||||
@ -1550,7 +1557,7 @@ impl CharSelectionUi {
|
||||
.font_size(14)
|
||||
.set(self.ids.warpaint_slider_text, ui_widgets);
|
||||
} // Human
|
||||
Races::Orc => {
|
||||
Race::Orc => {
|
||||
Text::new("Head Band")
|
||||
.mid_top_with_margin_on(self.ids.accessories_window, 60.0)
|
||||
.color(TEXT_COLOR)
|
||||
@ -1616,7 +1623,7 @@ impl CharSelectionUi {
|
||||
.font_size(14)
|
||||
.set(self.ids.warpaint_slider_text, ui_widgets);
|
||||
} // Orc
|
||||
Races::Elf => {
|
||||
Race::Elf => {
|
||||
Text::new("Tribe Markings")
|
||||
.mid_top_with_margin_on(self.ids.accessories_window, 60.0)
|
||||
.color(TEXT_COLOR)
|
||||
@ -1682,7 +1689,7 @@ impl CharSelectionUi {
|
||||
.font_size(14)
|
||||
.set(self.ids.warpaint_slider_text, ui_widgets);
|
||||
} // Elf
|
||||
Races::Dwarf => {
|
||||
Race::Dwarf => {
|
||||
Text::new("War Paint")
|
||||
.mid_top_with_margin_on(self.ids.accessories_window, 60.0)
|
||||
.color(TEXT_COLOR)
|
||||
@ -1748,7 +1755,7 @@ impl CharSelectionUi {
|
||||
.font_size(14)
|
||||
.set(self.ids.warpaint_slider_text, ui_widgets);
|
||||
} // Dwarf
|
||||
Races::Undead => {
|
||||
Race::Undead => {
|
||||
Text::new("Teeth")
|
||||
.mid_top_with_margin_on(self.ids.accessories_window, 60.0)
|
||||
.color(TEXT_COLOR)
|
||||
@ -1814,7 +1821,7 @@ impl CharSelectionUi {
|
||||
.font_size(14)
|
||||
.set(self.ids.warpaint_slider_text, ui_widgets);
|
||||
} // Undead
|
||||
Races::Danari => {
|
||||
Race::Danari => {
|
||||
Text::new("Horns")
|
||||
.mid_top_with_margin_on(self.ids.accessories_window, 60.0)
|
||||
.color(TEXT_COLOR)
|
||||
|
@ -22,10 +22,10 @@ pub struct ClientInit {
|
||||
impl ClientInit {
|
||||
pub fn new(
|
||||
connection_args: (String, u16, bool),
|
||||
client_args: (comp::Player, Option<comp::Character>, u64),
|
||||
client_args: (comp::Player, u64),
|
||||
) -> Self {
|
||||
let (server_address, default_port, prefer_ipv6) = connection_args;
|
||||
let (player, character, view_distance) = client_args;
|
||||
let (player, view_distance) = client_args;
|
||||
|
||||
let (tx, rx) = channel();
|
||||
|
||||
@ -44,7 +44,7 @@ impl ClientInit {
|
||||
let mut last_err = None;
|
||||
|
||||
for socket_addr in first_addrs.into_iter().chain(second_addrs) {
|
||||
match Client::new(socket_addr, player.clone(), character, view_distance) {
|
||||
match Client::new(socket_addr, player.clone(), view_distance) {
|
||||
Ok(client) => {
|
||||
let _ = tx.send(Ok(client));
|
||||
return;
|
||||
|
@ -98,7 +98,6 @@ impl PlayState for MainMenuState {
|
||||
(server_address, DEFAULT_PORT, false),
|
||||
(
|
||||
comp::Player::new(username.clone()),
|
||||
Some(comp::Character::test()),
|
||||
300,
|
||||
),
|
||||
)));
|
||||
|
@ -6,7 +6,19 @@ use specs::{Entity as EcsEntity, Component, VecStorage, Join};
|
||||
use vek::*;
|
||||
use client::Client;
|
||||
use common::{
|
||||
comp,
|
||||
comp::{
|
||||
self,
|
||||
character::{
|
||||
Character,
|
||||
Head,
|
||||
Chest,
|
||||
Belt,
|
||||
Pants,
|
||||
Hand,
|
||||
Foot,
|
||||
Weapon,
|
||||
}
|
||||
},
|
||||
figure::Segment,
|
||||
msg,
|
||||
assets,
|
||||
@ -35,58 +47,123 @@ use crate::{
|
||||
mesh::Meshable,
|
||||
};
|
||||
|
||||
pub struct Figures {
|
||||
test_model: Model<FigurePipeline>,
|
||||
pub struct FigureCache {
|
||||
models: HashMap<Character, Model<FigurePipeline>>,
|
||||
states: HashMap<EcsEntity, FigureState<CharacterSkeleton>>,
|
||||
}
|
||||
|
||||
impl Figures {
|
||||
pub fn new(renderer: &mut Renderer) -> Self {
|
||||
// TODO: Make a proper asset loading system
|
||||
fn load_segment(filename: &'static str) -> Segment {
|
||||
let fullpath: String = ["/voxygen/voxel/", filename].concat();
|
||||
Segment::from(dot_vox::load_bytes(
|
||||
assets::load(fullpath.as_str())
|
||||
.expect("Error loading file")
|
||||
.as_slice(),
|
||||
).unwrap())
|
||||
}
|
||||
|
||||
let bone_meshes = [
|
||||
|
||||
Some(load_segment("head.vox").generate_mesh(Vec3::new(-3.5, -7.0, -6.0))),
|
||||
Some(load_segment("chest.vox").generate_mesh(Vec3::new(-3.0, -6.0, 0.0))),
|
||||
Some(load_segment("belt.vox").generate_mesh(Vec3::new(-3.0, -5.0, 0.0))),
|
||||
Some(load_segment("pants.vox").generate_mesh(Vec3::new(-3.0, -5.0, 0.0))),
|
||||
Some(load_segment("hand.vox").generate_mesh(Vec3::new(0.0, -2.0, -6.0))),
|
||||
Some(load_segment("hand.vox").generate_mesh(Vec3::new(0.0, -2.0, -6.0))),
|
||||
Some(load_segment("foot.vox").generate_mesh(Vec3::new(-4.0, -2.5, -6.0))),
|
||||
Some(load_segment("foot.vox").generate_mesh(Vec3::new(-4.0, -2.5, -6.0))),
|
||||
Some(load_segment("sword.vox").generate_mesh(Vec3::new(0.0, -0.0, 0.0))),
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
];
|
||||
|
||||
let mut mesh = Mesh::new();
|
||||
bone_meshes
|
||||
.iter()
|
||||
.enumerate()
|
||||
.filter_map(|(i, bm)| bm.as_ref().map(|bm| (i, bm)))
|
||||
.for_each(|(i, bone_mesh)| {
|
||||
mesh.push_mesh_map(bone_mesh, |vert| vert.with_bone_idx(i as u8))
|
||||
});
|
||||
|
||||
impl FigureCache {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
test_model: renderer.create_model(&mesh).unwrap(),
|
||||
models: HashMap::new(),
|
||||
states: HashMap::new(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_or_create_model<'a>(
|
||||
models: &'a mut HashMap<Character, Model<FigurePipeline>>,
|
||||
renderer: &mut Renderer,
|
||||
character: Character)
|
||||
-> &'a Model<FigurePipeline> {
|
||||
models.entry(character).or_insert_with(|| {
|
||||
let bone_meshes = [
|
||||
Some(Self::load_head(character.head)),
|
||||
Some(Self::load_chest(character.chest)),
|
||||
Some(Self::load_belt(character.belt)),
|
||||
Some(Self::load_pants(character.pants)),
|
||||
Some(Self::load_left_hand(character.hand)),
|
||||
Some(Self::load_right_hand(character.hand)),
|
||||
Some(Self::load_left_foot(character.foot)),
|
||||
Some(Self::load_right_foot(character.foot)),
|
||||
Some(Self::load_weapon(character.weapon)),
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
];
|
||||
|
||||
let mut mesh = Mesh::new();
|
||||
bone_meshes
|
||||
.iter()
|
||||
.enumerate()
|
||||
.filter_map(|(i, bm)| bm.as_ref().map(|bm| (i, bm)))
|
||||
.for_each(|(i, bone_mesh)| {
|
||||
mesh.push_mesh_map(bone_mesh, |vert| vert.with_bone_idx(i as u8))
|
||||
});
|
||||
|
||||
renderer.create_model(&mesh).unwrap()
|
||||
})
|
||||
}
|
||||
|
||||
fn load_mesh(filename: &'static str, position: Vec3<f32>) -> Mesh<FigurePipeline> {
|
||||
let fullpath: String = ["/voxygen/voxel/", filename].concat();
|
||||
Segment::from(dot_vox::load_bytes(
|
||||
assets::load(fullpath.as_str())
|
||||
.expect("Error loading file")
|
||||
.as_slice(),
|
||||
).unwrap())
|
||||
.generate_mesh(position)
|
||||
}
|
||||
|
||||
fn load_head(head: Head) -> Mesh<FigurePipeline> {
|
||||
Self::load_mesh(match head {
|
||||
Head::DefaultHead => "head.vox",
|
||||
}, Vec3::new(-3.5, -7.0, -6.0))
|
||||
}
|
||||
|
||||
fn load_chest(chest: Chest) -> Mesh<FigurePipeline> {
|
||||
Self::load_mesh(match chest {
|
||||
Chest::DefaultChest => "chest.vox",
|
||||
}, Vec3::new(-3.0, -6.0, 0.0))
|
||||
}
|
||||
|
||||
fn load_belt(belt: Belt) -> Mesh<FigurePipeline> {
|
||||
Self::load_mesh(match belt {
|
||||
Belt::DefaultBelt => "belt.vox",
|
||||
}, Vec3::new(-3.0, -5.0, 0.0))
|
||||
}
|
||||
|
||||
fn load_pants(pants: Pants) -> Mesh<FigurePipeline> {
|
||||
Self::load_mesh(match pants {
|
||||
Pants::DefaultPants => "pants.vox",
|
||||
}, Vec3::new(-3.0, -5.0, 0.0))
|
||||
}
|
||||
|
||||
fn load_left_hand(hand: Hand) -> Mesh<FigurePipeline> {
|
||||
Self::load_mesh(match hand {
|
||||
Hand::DefaultHand => "hand.vox",
|
||||
}, Vec3::new(0.0, -2.0, -6.0))
|
||||
}
|
||||
|
||||
fn load_right_hand(hand: Hand) -> Mesh<FigurePipeline> {
|
||||
Self::load_mesh(match hand {
|
||||
Hand::DefaultHand => "hand.vox",
|
||||
}, Vec3::new(0.0, -2.0, -6.0))
|
||||
}
|
||||
|
||||
fn load_left_foot(foot: Foot) -> Mesh<FigurePipeline> {
|
||||
Self::load_mesh(match foot {
|
||||
Foot::DefaultFoot => "foot.vox",
|
||||
}, Vec3::new(-4.0, -2.5, -6.0))
|
||||
}
|
||||
|
||||
fn load_right_foot(foot: Foot) -> Mesh<FigurePipeline> {
|
||||
Self::load_mesh(match foot {
|
||||
Foot::DefaultFoot => "foot.vox",
|
||||
}, Vec3::new(-4.0, -2.5, -6.0))
|
||||
}
|
||||
|
||||
fn load_weapon(weapon: Weapon) -> Mesh<FigurePipeline> {
|
||||
Self::load_mesh(match weapon {
|
||||
Weapon::Sword => "sword.vox",
|
||||
// TODO actually match against other weapons and set the right model
|
||||
_ => "sword.vox",
|
||||
}, Vec3::new(0.0, 0.0, 0.0))
|
||||
}
|
||||
|
||||
pub fn maintain(&mut self, renderer: &mut Renderer, client: &mut Client) {
|
||||
let time = client.state().get_time();
|
||||
let ecs = client.state_mut().ecs_mut();
|
||||
@ -114,10 +191,17 @@ impl Figures {
|
||||
self.states.retain(|entity, _| ecs.entities().is_alive(*entity));
|
||||
}
|
||||
|
||||
pub fn render(&self, renderer: &mut Renderer, client: &Client, globals: &Consts<Globals>) {
|
||||
for state in self.states.values() {
|
||||
pub fn render(&mut self, renderer: &mut Renderer, client: &Client, globals: &Consts<Globals>) {
|
||||
let ecs = client.state().ecs().internal();
|
||||
let models = &mut self.models;
|
||||
for (entity, &character) in (
|
||||
&ecs.entities(),
|
||||
&ecs.read_storage::<comp::Character>(),
|
||||
).join() {
|
||||
let model = Self::get_or_create_model(models, renderer, character);
|
||||
let state = self.states.get(&entity).unwrap();
|
||||
renderer.render_figure(
|
||||
&self.test_model,
|
||||
model,
|
||||
globals,
|
||||
&state.locals,
|
||||
&state.bone_consts,
|
||||
|
@ -21,15 +21,14 @@ use crate::{
|
||||
create_skybox_mesh,
|
||||
},
|
||||
window::Event,
|
||||
mesh::Meshable,
|
||||
anim::{
|
||||
mesh::Meshable, anim::{
|
||||
Animation,
|
||||
character::{CharacterSkeleton, RunAnimation},
|
||||
},
|
||||
};
|
||||
use self::{
|
||||
camera::Camera,
|
||||
figure::Figures,
|
||||
figure::FigureCache,
|
||||
terrain::Terrain,
|
||||
};
|
||||
|
||||
@ -47,7 +46,8 @@ pub struct Scene {
|
||||
|
||||
skybox: Skybox,
|
||||
terrain: Terrain,
|
||||
figures: Figures,
|
||||
|
||||
figure_cache: FigureCache,
|
||||
}
|
||||
|
||||
impl Scene {
|
||||
@ -70,7 +70,7 @@ impl Scene {
|
||||
.unwrap(),
|
||||
},
|
||||
terrain: Terrain::new(),
|
||||
figures: Figures::new(renderer),
|
||||
figure_cache: FigureCache::new(),
|
||||
}
|
||||
}
|
||||
|
||||
@ -134,13 +134,15 @@ impl Scene {
|
||||
)])
|
||||
.expect("Failed to update global constants");
|
||||
|
||||
// Maintain the terrain and figures
|
||||
// Maintain the terrain
|
||||
self.terrain.maintain(renderer, client);
|
||||
self.figures.maintain(renderer, client);
|
||||
|
||||
// Maintain the figures
|
||||
self.figure_cache.maintain(renderer, client);
|
||||
}
|
||||
|
||||
/// Render the scene using the provided `Renderer`
|
||||
pub fn render(&self, renderer: &mut Renderer, client: &Client) {
|
||||
pub fn render(&mut self, renderer: &mut Renderer, client: &Client) {
|
||||
// Render the skybox first (it appears over everything else so must be rendered first)
|
||||
renderer.render_skybox(
|
||||
&self.skybox.model,
|
||||
@ -150,6 +152,6 @@ impl Scene {
|
||||
|
||||
// Render terrain and figures
|
||||
self.terrain.render(renderer, &self.globals);
|
||||
self.figures.render(renderer, client, &self.globals);
|
||||
self.figure_cache.render(renderer, client, &self.globals);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user