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fix(bevy_gltf_blueprints): fixed main_menu handling in examples
* restrict main_menu system to only run in AppState::MenuRunning * this is desired because hitting enter once we transition to AppState::AppRunning pressing enter will still trigger keycode.just_pressed in main_menu and set state to AppState::AppLoading and crash the game when it tries to create another scene, camera, etc...
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@ -122,7 +122,7 @@ impl Plugin for GamePlugin {
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)
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.add_systems(OnEnter(AppState::MenuRunning), setup_main_menu)
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.add_systems(OnExit(AppState::MenuRunning), teardown_main_menu)
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.add_systems(Update, (main_menu))
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.add_systems(Update, main_menu.run_if(in_state(AppState::MenuRunning)))
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.add_systems(OnEnter(AppState::AppRunning), setup_game);
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}
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}
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@ -109,7 +109,7 @@ impl Plugin for GamePlugin {
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)
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.add_systems(OnEnter(AppState::MenuRunning), setup_main_menu)
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.add_systems(OnExit(AppState::MenuRunning), teardown_main_menu)
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.add_systems(Update, (main_menu))
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.add_systems(Update, main_menu.run_if(in_state(AppState::MenuRunning)))
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.add_systems(OnEnter(AppState::AppRunning), setup_game);
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}
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}
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@ -101,7 +101,7 @@ impl Plugin for GamePlugin {
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)
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.add_systems(OnEnter(AppState::MenuRunning), setup_main_menu)
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.add_systems(OnExit(AppState::MenuRunning), teardown_main_menu)
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.add_systems(Update, (main_menu))
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.add_systems(Update, main_menu.run_if(in_state(AppState::MenuRunning)))
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.add_systems(OnEnter(AppState::AppRunning), setup_game);
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}
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}
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@ -115,7 +115,7 @@ impl Plugin for GamePlugin {
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)
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.add_systems(OnEnter(AppState::MenuRunning), setup_main_menu)
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.add_systems(OnExit(AppState::MenuRunning), teardown_main_menu)
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.add_systems(Update, (main_menu))
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.add_systems(Update, main_menu.run_if(in_state(AppState::MenuRunning)))
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.add_systems(OnEnter(AppState::AppRunning), setup_game);
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}
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}
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