spawn_point is part of building
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@ -14,8 +14,6 @@ pub enum PhysicsInstruction {
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// )
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//InputInstructions conditionally activate RefreshWalkTarget (by doing what SetWalkTargetVelocity used to do and then flagging it)
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Input(InputInstruction),
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//temp
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SetSpawnPosition(glam::Vec3),
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}
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#[derive(Debug)]
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pub enum InputInstruction {
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@ -1014,16 +1012,12 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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match &ins.instruction {
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PhysicsInstruction::Input(InputInstruction::MoveMouse(_)) => (),//dodge time for mouse movement
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PhysicsInstruction::Input(_)
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|PhysicsInstruction::SetSpawnPosition(_)
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|PhysicsInstruction::ReachWalkTargetVelocity
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|PhysicsInstruction::CollisionStart(_)
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|PhysicsInstruction::CollisionEnd(_)
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|PhysicsInstruction::StrafeTick => self.advance_time(ins.time),
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}
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match ins.instruction {
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PhysicsInstruction::SetSpawnPosition(position)=>{
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self.spawn_point=position;
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}
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PhysicsInstruction::CollisionStart(c) => {
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let model=c.model(&self.models).unwrap();
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match &model.attributes{
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@ -914,14 +914,11 @@ impl framework::Example for GlobalState {
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self.physics.clear();
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self.graphics.clear();
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self.physics.game.stage_id=0;
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self.physics.spawn_point=spawn_point;
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self.generate_model_physics(&indexed_model_instances);
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self.generate_model_graphics(device,queue,indexed_model_instances);
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//manual reset
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let time=self.physics.time;
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instruction::InstructionConsumer::process_instruction(&mut self.physics, instruction::TimedInstruction{
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time,
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instruction: body::PhysicsInstruction::SetSpawnPosition(spawn_point),
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});
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instruction::InstructionConsumer::process_instruction(&mut self.physics, instruction::TimedInstruction{
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time,
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instruction: body::PhysicsInstruction::Input(body::InputInstruction::Reset),
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