feat(camera): comprehensive camera system (C1)
Rebuild the camera around a single persistent MainCamera and the Camera System design-doc model: two framing modes (Orbit = inspection/ docked tactical, Follow = track the ship) plus Cinematic as a boolean overlay (free rotation + HUD hide + live gameplay), not a third mode. Critical fixes (gap analysis A1-A3): - A1: scenes now *reconfigure* the one startup camera instead of spawning a second one; despawn_in_system_scene no longer destroys MainCamera, so the session never loses its camera. .single_mut() on MainCamera now succeeds during flight. - A2: Cinematic is a real overlay — toggle (KeyC), free-look rotation in any framing, HUD hidden while active, gameplay keeps running. - A3: removed dead FollowCamera component + setup_follow_camera; tracking is unified in track_camera_target. Gaps B1-B6: - B1: adopted doc model (Cinematic overlay, not exclusive mode). - B2: canonical isometric tactical_rotation() baseline. - B3: smooth reframing via OrbitFocusGoal exponential-damp tween. - B4: non-zero CameraState defaults. - B5: consolidated the three orbit-control impls into one (dropped the starting_base local control + its Euler variant). - B6: track_camera_target keeps OrbitCamera.target synced to the focus entity every frame. Docked view now frames the actual station at a tactical iso distance. cargo check + clippy clean for all newly-authored code; net -10 lines (more dead code removed than added). 42 tests pass.
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@@ -8,7 +8,7 @@
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use bevy::prelude::*;
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use crate::camera::{CameraState, CameraMode};
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use crate::camera::{CameraState, CameraMode, OrbitFocusGoal};
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use crate::gameplay::movement::components::{Velocity, MoveTarget};
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use crate::gameplay::galaxy::Identifiable;
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use super::{DockedState, UndockEvent};
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@@ -53,14 +53,15 @@ fn handle_undock(
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mut events: EventReader<UndockEvent>,
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mut docked_state: ResMut<DockedState>,
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mut camera_state: ResMut<CameraState>,
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player_query: Query<(Entity, &Transform), (With<PlayerShip>, With<Docked>)>,
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mut focus_goal: ResMut<OrbitFocusGoal>,
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player_query: Query<Entity, (With<PlayerShip>, With<Docked>)>,
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// docked_ui_query removed - UI no longer needed
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) {
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for event in events.read() {
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bevy::log::info!("Handling undock from station {:?}", event.station_entity);
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// Find player ship
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let Ok((player_entity, ship_transform)) = player_query.single() else {
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let Ok(player_entity) = player_query.single() else {
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bevy::log::warn!("No docked player ship found");
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continue;
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};
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@@ -87,11 +88,19 @@ fn handle_undock(
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// Update docked state resource
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docked_state.undock();
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// Transition camera to tactical follow mode (isometric view)
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// Transition camera to follow mode: a tactical iso view tracking the
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// ship. Arm a focus goal so the distance eases from the docked framing
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// to the follow distance instead of hard-snapping. The orbit target is
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// left to `track_camera_target`, which locks it to the ship.
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camera_state.mode = CameraMode::Follow;
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camera_state.target_entity = Some(player_entity);
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camera_state.follow_distance = 45.0; // Higher for tactical view
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camera_state.follow_height = 35.0; // Isometric angle
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camera_state.follow_distance = 45.0; // Higher for tactical view
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camera_state.follow_height = 35.0; // Isometric angle
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focus_goal.arm(
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None,
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Some(camera_state.follow_distance),
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Some(crate::camera::tactical_rotation()),
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);
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// UI removed - gameplay only
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// setup_flight_ui(commands.reborrow());
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@@ -111,6 +120,7 @@ fn handle_docking(
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mut events: EventReader<DockEvent>,
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mut docked_state: ResMut<DockedState>,
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mut camera_state: ResMut<CameraState>,
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mut focus_goal: ResMut<OrbitFocusGoal>,
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identifiable_query: Query<&Identifiable>,
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// flight_ui_query removed - UI no longer needed
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) {
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@@ -134,9 +144,15 @@ fn handle_docking(
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// Update docked state resource
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docked_state.dock_at(event.station);
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// Transition camera to cinematic mode
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camera_state.mode = CameraMode::Cinematic;
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// Transition camera back to the docked tactical framing (Orbit on the
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// station), easing the distance in.
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camera_state.mode = CameraMode::Orbit;
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camera_state.target_entity = Some(event.station);
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focus_goal.arm(
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None,
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Some(crate::camera::DOCKED_FRAMING_DISTANCE),
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Some(crate::camera::tactical_rotation()),
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);
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// UI removed - no longer needed
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// Despawn flight HUD
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