use avian_pickup::prop::PreferredPickupRotation;
use avian3d::prelude::*;
use bevy::prelude::*;
#[cfg(feature = "hot_patch")]
use bevy_simple_subsecond_system::hot;
use bevy_trenchbroom::prelude::*;
use crate::props::{effects::disable_shadow_casting_on_instance_ready, setup::dynamic_bundle};
pub(super) fn plugin(app: &mut App) {
app.add_observer(setup_lamp_sitting);
app.register_type::<LampSitting>();
}
#[derive(PointClass, Component, Debug, Reflect)]
#[reflect(QuakeClass, Component)]
#[base(Transform, Visibility)]
#[model(
"models/darkmod/lights/non-extinguishable/round_lantern_sitting/round_lantern_sitting.gltf"
)]
#[spawn_hooks(SpawnHooks::new().preload_model::<Self>())]
pub(crate) struct LampSitting;
#[cfg_attr(feature = "hot_patch", hot)]
fn setup_lamp_sitting(
trigger: Trigger<OnAdd, LampSitting>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
let bundle = dynamic_bundle::<LampSitting>(
&asset_server,
ColliderConstructor::ConvexDecompositionFromMesh,
);
commands
.entity(trigger.target())
.insert((bundle, PreferredPickupRotation(Quat::IDENTITY)))
.with_child((
Transform::from_xyz(0.0, 0.2, 0.0),
PointLight {
color: Color::srgb(1.0, 0.7, 0.4),
intensity: 40_000.0,
radius: 0.05,
shadows_enabled: true,
#[cfg(feature = "native")]
soft_shadows_enabled: true,
..default()
},
))
.observe(disable_shadow_casting_on_instance_ready);
}