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use bevy::prelude::*;
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#[derive(Component, PartialEq, Eq, PartialOrd, Ord, Clone)]
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pub struct MagazineMarker {
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pub capacity: u32,
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pub fired: u32,
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}
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@ -28,10 +28,10 @@ fn main() {
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fn setup_plugins(application: &mut App) {
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application
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.add_plugins(DefaultPlugins)
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.add_plugins(ComponentsFromGltfPlugin)
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.add_plugins(DefaultPlugins.set(AssetPlugin::default()))
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//.add_plugins(DefaultInspectorConfigPlugin)
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.add_plugins(RapierPhysicsPlugin::<NoUserData>::default())
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.add_plugins(ComponentsFromGltfPlugin)
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//.add_plugins(bevy_egui::EguiPlugin)
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//.add_plugins(WorldInspectorPlugin::new())
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.add_plugins(proxy::plugin::ProxyComponentsPlugin)
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@ -39,7 +39,7 @@ pub fn load_scene(application: &mut App) {
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application.add_plugins(SpawnerPlugin);
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application.add_plugins(InventoryPlugin);
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// Startup
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application.add_systems(PreStartup, load_all_assets);
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application.add_systems(Startup, load_all_assets);
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application.add_systems(Startup, spawn_ground);
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application.add_systems(Startup, spawn_obstacles);
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application.add_systems(Startup, setup_lighting);
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@ -0,0 +1,13 @@
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// This is where you'll create an update system to do things with keybinds in the Inventory System
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use bevy::prelude::*;
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#[allow(unused)]
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pub fn inventory_keybinds_system(
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mut commands: Commands,
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keyboard_input: Res<Input<KeyCode>>,
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) {
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if keyboard_input.just_pressed(KeyCode::G) {
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// TODO: Drop item hovered
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}
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}
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