chore(Blenvy:Bevy): clippy fixes

This commit is contained in:
kaosat.dev 2024-07-16 08:26:08 +02:00
parent 3380f4c71d
commit e394edade2
4 changed files with 10 additions and 17 deletions

View File

@ -1,5 +1,5 @@
use crate::{BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintChildrenReady, BlueprintInfo, BlueprintInstanceReady, BlueprintSpawning, InBlueprint, SpawnBlueprint, SubBlueprintsSpawnTracker}; use crate::{BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintInfo, BlueprintInstanceReady, BlueprintSpawning, SpawnBlueprint, SubBlueprintsSpawnTracker};
use bevy::asset::{AssetEvent, UntypedAssetId}; use bevy::asset::AssetEvent;
use bevy::prelude::*; use bevy::prelude::*;
use bevy::scene::SceneInstance; use bevy::scene::SceneInstance;
use bevy::utils::hashbrown::HashMap; use bevy::utils::hashbrown::HashMap;
@ -75,7 +75,7 @@ pub(crate) fn react_to_asset_changes(
} }
} }
} }
if ! retained_candidates.contains(&entity) { if ! retained_candidates.contains(entity) {
retained_candidates.push(**entity); retained_candidates.push(**entity);
} }
} }

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@ -53,10 +53,7 @@ pub(crate) fn inject_materials(
material_found = Some(material); material_found = Some(material);
} else { } else {
let model_handle: Handle<Gltf> = asset_server.load(material_info.path.clone()); // FIXME: kinda weird now let model_handle: Handle<Gltf> = asset_server.load(material_info.path.clone()); // FIXME: kinda weird now
let mat_gltf = assets_gltf.get(model_handle.id()).expect(&format!( let mat_gltf = assets_gltf.get(model_handle.id()).unwrap_or_else(|| panic!("materials file {} should have been preloaded", material_info.path));
"materials file {} should have been preloaded",
material_info.path
));
if mat_gltf if mat_gltf
.named_materials .named_materials
.contains_key(&material_info.name as &str) .contains_key(&material_info.name as &str)

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@ -66,7 +66,7 @@ fn aabbs_enabled(blenvy_config: Res<BlenvyConfig>) -> bool {
fn hot_reload(watching_for_changes: Res<WatchingForChanges>) -> bool { fn hot_reload(watching_for_changes: Res<WatchingForChanges>) -> bool {
// println!("hot reload ? {}", watching_for_changes.0); // println!("hot reload ? {}", watching_for_changes.0);
return watching_for_changes.0 watching_for_changes.0
} }
trait BlenvyApp { trait BlenvyApp {

View File

@ -169,12 +169,12 @@ pub(crate) fn blueprints_prepare_spawn(
let gltf = RawGltf::open(format!("assets/{}", blueprint_info.path)).unwrap(); let gltf = RawGltf::open(format!("assets/{}", blueprint_info.path)).unwrap();
for scene in gltf.scenes() { for scene in gltf.scenes() {
let scene_extras = scene.extras().clone().unwrap(); let scene_extras = scene.extras().clone().unwrap();
let lookup: HashMap<String, Value> = serde_json::from_str(&scene_extras.get()).unwrap(); let lookup: HashMap<String, Value> = serde_json::from_str(scene_extras.get()).unwrap();
if lookup.contains_key("BlueprintAssets") { if lookup.contains_key("BlueprintAssets") {
let assets_raw = &lookup["BlueprintAssets"]; let assets_raw = &lookup["BlueprintAssets"];
//println!("ASSETS RAW {}", assets_raw); //println!("ASSETS RAW {}", assets_raw);
let all_assets: BlueprintAssets = let all_assets: BlueprintAssets =
ron::from_str(&assets_raw.as_str().unwrap()).unwrap(); ron::from_str(assets_raw.as_str().unwrap()).unwrap();
// println!("all_assets {:?}", all_assets); // println!("all_assets {:?}", all_assets);
for asset in all_assets.assets.iter() { for asset in all_assets.assets.iter() {
@ -250,12 +250,8 @@ pub(crate) fn blueprints_check_assets_loading(
let asset_id = tracker.id; let asset_id = tracker.id;
let loaded = asset_server.is_loaded_with_dependencies(asset_id); let loaded = asset_server.is_loaded_with_dependencies(asset_id);
// FIXME: hack for now let mut failed = false;
let mut failed = false; // asset_server.load_state(asset_id) == bevy::asset::LoadState::Failed(_error); if let bevy::asset::LoadState::Failed(_) = asset_server.load_state(asset_id) { failed = true }
match asset_server.load_state(asset_id) {
bevy::asset::LoadState::Failed(_) => failed = true,
_ => {}
}
tracker.loaded = loaded || failed; tracker.loaded = loaded || failed;
if loaded || failed { if loaded || failed {
loaded_amount += 1; loaded_amount += 1;
@ -543,7 +539,7 @@ pub struct BlueprintReadyForPostProcess;
/// - it removes one level of useless nesting /// - it removes one level of useless nesting
/// - it copies the blueprint's root components to the entity it was spawned on (original entity) /// - it copies the blueprint's root components to the entity it was spawned on (original entity)
/// - it copies the children of the blueprint scene into the original entity /// - it copies the children of the blueprint scene into the original entity
/// - it adds an `AnimationLink` component containing the entity that has the AnimationPlayer so that animations can be controlled from the original entity /// - it adds an `AnimationLink` component containing the entity that has the `AnimationPlayer` so that animations can be controlled from the original entity
pub(crate) fn blueprints_cleanup_spawned_scene( pub(crate) fn blueprints_cleanup_spawned_scene(
blueprint_scenes: Query< blueprint_scenes: Query<
( (