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use azalea_protocol::packets::game::s_client_command::{self, ServerboundClientCommand};
use bevy_app::{App, Plugin, Update};
use bevy_ecs::prelude::*;
use crate::packet::game::SendGamePacketEvent;
/// Tell the server that we're respawning.
#[derive(Clone, Debug, Message)]
pub struct PerformRespawnEvent {
pub entity: Entity,
}
/// A plugin that makes [`PerformRespawnEvent`] send the packet to respawn.
pub struct RespawnPlugin;
impl Plugin for RespawnPlugin {
fn build(&self, app: &mut App) {
app.add_message::<PerformRespawnEvent>()
.add_systems(Update, perform_respawn);
}
}
pub fn perform_respawn(mut events: MessageReader<PerformRespawnEvent>, mut commands: Commands) {
for event in events.read() {
commands.trigger(SendGamePacketEvent::new(
event.entity,
ServerboundClientCommand {
action: s_client_command::Action::PerformRespawn,
},
));
}
}
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