fix lights in pillars
parent
afc34ef766
commit
4447ff2aa6
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@ -1,9 +1,11 @@
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use bevy::prelude::*;
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use bevy::{pbr::CubemapVisibleEntities, prelude::*, render::primitives::CubemapFrusta};
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use crate::{camera::MouseCoords, player::LightFriends};
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const SIZE: f32 = 10.0;
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const HEIGHT: f32 = 20.0;
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/// duration of pillar activation, in secs
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const PILLAR_DURATION: f32 = 30.0;
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#[derive(Component)]
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pub struct UnlitPillar;
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@ -29,6 +31,8 @@ pub fn spawn_pillar(
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transform: Transform::from_translation(pos),
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..Default::default()
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})
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.insert(CubemapFrusta::default())
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.insert(CubemapVisibleEntities::default())
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.insert(UnlitPillar);
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}
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@ -125,8 +129,7 @@ pub fn decrease_pillar_strength(
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let t = time.seconds_since_startup();
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for (entity, mut light, handle, pillar) in query.iter_mut() {
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let d = t - pillar.created_at;
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const DUR: f32 = 10.0;
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let i = (DUR - d as f32) / DUR;
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let i = (PILLAR_DURATION - d as f32) / PILLAR_DURATION;
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if i < 0.0 {
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// deactivate pillar
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