Cargo fmt
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b79bf00227
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@ -1,12 +1,15 @@
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use bevy::prelude::*;
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use bevy_rapier3d::prelude::*;
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use crate::{logic::core::player::{
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use crate::{
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logic::core::player::{
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player_movement::{
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move_player, PlayerLinearXZState, PlayerLinearYState, PlayerMovementInput,
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},
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player_values_state::PlayerValuesState,
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}, ui::game::game_ui_state::GameUiState};
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},
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ui::game::game_ui_state::GameUiState,
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};
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use super::markers::player::Player;
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@ -1,6 +1,4 @@
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use bevy::ecs::component::Component;
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#[derive(Component)]
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pub struct InventoryScreenUiMarker;
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@ -3,7 +3,7 @@ pub mod camera;
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pub mod firearm;
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pub mod holdable;
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pub mod interactable;
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pub mod inventory_screen;
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pub mod muzzle_flash;
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pub mod player;
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pub mod inventory_screen;
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pub mod settings_screen;
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@ -50,9 +50,7 @@ pub fn player_spawner(
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// Spawn hand
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let player_hand = commands
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.spawn((PlayerHand, Name::new("Player Hand")))
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.insert(TransformBundle::from(Transform::from_xyz(
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0.6, -0.45, 0.0,
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)))
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.insert(TransformBundle::from(Transform::from_xyz(0.6, -0.45, 0.0)))
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.insert(VisibilityBundle {
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visibility: Visibility::Inherited,
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..Default::default()
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@ -3,7 +3,8 @@ use bevy::{input::mouse::MouseMotion, prelude::*, window::CursorGrabMode};
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use crate::{
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comps::core::markers::{camera::MainCamera, player::Player},
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utils::rad_deg::radians_from_degrees, ui::game::game_ui_state::{GameUiState, GameUiWindow},
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ui::game::game_ui_state::{GameUiState, GameUiWindow},
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utils::rad_deg::radians_from_degrees,
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};
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use super::{player_movement::PlayerLinearXZState, player_values_state::PlayerValuesState};
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@ -91,8 +92,7 @@ pub fn follow_cursor_with_camera(
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window.cursor.grab_mode = CursorGrabMode::None; // Release cursor
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window.cursor.visible = true; // Show cursor
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}
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}
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else if keyboard_input.just_pressed(KeyCode::Tab) {
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} else if keyboard_input.just_pressed(KeyCode::Tab) {
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if game_ui_state.is_showing_window(GameUiWindow::InventoryMenu) {
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// Hide the inventory screen only
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game_ui_state.current_ui_window_shown = None;
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@ -19,7 +19,7 @@ use crate::{
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equipment::{Equipment, EquipmentChangeEvent},
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load_state::GameLoadState,
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},
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ui::game::{hud::hud::HudState, game_ui_state::GameUiState},
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ui::game::{game_ui_state::GameUiState, hud::hud::HudState},
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utils::{self, rad_deg::radians_from_degrees},
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};
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@ -41,10 +41,7 @@ pub fn load_scene(application: &mut App) {
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// Startup
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application.add_systems(PreStartup, load_all_assets);
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application.add_systems(Startup, spawn_ground);
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application.add_systems(
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Startup,
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spawn_obstacles,
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);
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application.add_systems(Startup, spawn_obstacles);
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application.add_systems(Startup, setup_lighting);
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application.add_systems(Startup, set_spawn_points);
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// Update
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@ -16,7 +16,10 @@ pub struct GameUiState {
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impl Default for GameUiState {
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fn default() -> Self {
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Self { current_ui_window_shown: None, fps_counter_enabled: true }
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Self {
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current_ui_window_shown: None,
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fps_counter_enabled: true,
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}
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}
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}
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@ -1,4 +1,4 @@
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pub mod fps_counter;
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pub mod hud;
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pub mod interact_clue;
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pub mod plugin;
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pub mod fps_counter;
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@ -2,7 +2,10 @@ use bevy::prelude::*;
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use crate::ui::game::hud::hud::HudState;
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use super::{interact_clue::{setup_interact_clue, update_interact_clue}, fps_counter};
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use super::{
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fps_counter,
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interact_clue::{setup_interact_clue, update_interact_clue},
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};
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pub struct HudOverlayPlugin;
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@ -13,6 +16,6 @@ impl Plugin for HudOverlayPlugin {
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app.add_systems(Startup, setup_interact_clue);
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app.add_systems(Update, update_interact_clue);
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app.add_systems(Startup, fps_counter::setup_fps_counter);
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app.add_systems(Update,fps_counter::tick_fps_counter);
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app.add_systems(Update, fps_counter::tick_fps_counter);
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}
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}
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@ -1,7 +1,9 @@
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use bevy::{prelude::*, ui::FocusPolicy};
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use crate::{comps::core::markers::inventory_screen::InventoryScreenUiMarker, ui::game::game_ui_state::{GameUiState, GameUiWindow}};
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use crate::{
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comps::core::markers::inventory_screen::InventoryScreenUiMarker,
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ui::game::game_ui_state::{GameUiState, GameUiWindow},
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};
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/// # Inventory Screen
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/// Should contain player inventory and if player is looting something as well
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@ -27,10 +29,11 @@ pub fn setup_inventory_screen(mut commands: Commands) {
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},
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Name::new("Inventory Screen"),
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))
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.insert(InventoryScreenUiMarker).id();
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.insert(InventoryScreenUiMarker)
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.id();
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// Left panel
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let left_panel_id = commands.spawn(
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NodeBundle {
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let left_panel_id = commands
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.spawn(NodeBundle {
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style: Style {
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display: Display::Flex,
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width: Val::Percent(50.0),
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@ -42,11 +45,12 @@ pub fn setup_inventory_screen(mut commands: Commands) {
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..Default::default()
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},
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..Default::default()
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}
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).set_parent(background_id).id();
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})
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.set_parent(background_id)
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.id();
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// Right panel
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let right_panel_id = commands.spawn(
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NodeBundle {
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let right_panel_id = commands
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.spawn(NodeBundle {
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style: Style {
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display: Display::Flex,
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width: Val::Percent(50.0),
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@ -58,9 +62,9 @@ pub fn setup_inventory_screen(mut commands: Commands) {
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..Default::default()
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},
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..Default::default()
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}
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).set_parent(background_id).id();
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})
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.set_parent(background_id)
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.id();
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}
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pub fn update_inventory_screen(
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*visibility = Visibility::Hidden;
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}
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}
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}
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//! Game UI means all the UI that will be part of the actual game
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pub mod game_ui_state;
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pub mod hud;
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pub mod inventory;
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pub mod plugin;
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pub mod game_ui_state;
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pub mod settings;
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@ -1,8 +1,6 @@
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use bevy::prelude::*;
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use super::{
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hud, inventory, game_ui_state::GameUiState, settings,
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};
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use super::{game_ui_state::GameUiState, hud, inventory, settings};
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pub struct MainGameUIPlugin;
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@ -1,6 +1,9 @@
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use bevy::{app::AppExit, prelude::*, ui::FocusPolicy};
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use crate::{comps::core::markers::settings_screen::SettingsScreenMarker, ui::game::game_ui_state::{GameUiState, GameUiWindow}};
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use crate::{
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comps::core::markers::settings_screen::SettingsScreenMarker,
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ui::game::game_ui_state::{GameUiState, GameUiWindow},
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};
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#[derive(Component)]
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pub enum SettingsScreenActions {
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@ -1,2 +1,2 @@
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pub mod plugin;
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pub mod menu;
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pub mod plugin;
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@ -2,12 +2,17 @@ use bevy::app::{Plugin, Startup, Update};
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use super::menu;
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pub struct SettingsMenuPlugin;
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impl Plugin for SettingsMenuPlugin {
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fn build(&self, app: &mut bevy::prelude::App) {
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app.add_systems(Startup, menu::setup_settings_screen);
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app.add_systems(Update, (menu::toggle_settings_screen, menu::handle_settings_button_click));
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app.add_systems(
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Update,
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(
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menu::toggle_settings_screen,
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menu::handle_settings_button_click,
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),
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);
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}
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}
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