refactor: ♻️ remove inventory gui template

This commit is contained in:
Ahmet Kaan Gümüş 2025-02-26 02:29:56 +03:00
parent 6ee570cfa3
commit acd40ce9ca
3 changed files with 0 additions and 60 deletions

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Width:  |  Height:  |  Size: 128 B

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@ -9,7 +9,6 @@ use bevy::{
use camera::UserCamera;
use market::Market;
use player::Player;
use player_inventory_gui::PlayerInventoryGUI;
use ui::{FPSText, FishCounterText, KeybindingsText, MoneyText};
use water::Water;
@ -17,7 +16,6 @@ mod camera;
mod market;
mod player;
mod player_inventory;
mod player_inventory_gui;
mod ui;
mod water;
@ -54,7 +52,6 @@ pub fn start_game() {
UserCamera::setup,
Water::setup,
Market::setup,
PlayerInventoryGUI::setup,
Player::setup,
FishCounterText::setup,
MoneyText::setup,
@ -66,7 +63,6 @@ pub fn start_game() {
(
FPSText::update,
UserCamera::update,
PlayerInventoryGUI::toggle,
Player::r#move.before(FishCounterText::update),
Water::fishing,
Market::sell.chain().before(MoneyText::update),

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@ -1,56 +0,0 @@
use bevy::prelude::*;
use crate::{player::Player, PlayerGUIStatus};
#[derive(Debug, Default, Component)]
pub struct PlayerInventoryGUI {}
impl PlayerInventoryGUI {
pub fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let image = asset_server.load::<Image>("inventory.png");
let sprite = Sprite::from_image(image);
commands.spawn((
sprite.clone(),
Transform::from_scale(Vec3 {
x: 20.0,
y: 20.0,
z: 0.0,
}),
Visibility::Hidden,
PlayerInventoryGUI::default(),
));
}
pub fn toggle(
mut player_inventory_gui_transform_query: Query<
&mut Transform,
(With<PlayerInventoryGUI>, Without<Player>),
>,
mut player_query: Query<&mut Player, With<Player>>,
player_transform_query: Query<&Transform, With<Player>>,
mut player_inventory_visibility_query: Query<&mut Visibility, With<PlayerInventoryGUI>>,
keyboard: Res<ButtonInput<KeyCode>>,
mut player_gui_status: ResMut<PlayerGUIStatus>,
) {
let mut player_inventory_visibility =
player_inventory_visibility_query.get_single_mut().unwrap();
if keyboard.just_pressed(KeyCode::Tab) && player_gui_status.looking_inventory == false {
let mut player_inventory_gui_transform = player_inventory_gui_transform_query
.get_single_mut()
.unwrap();
let player_inventory = &player_query.get_single_mut().unwrap().inventory;
let player_position = player_transform_query.get_single().unwrap();
let new_inventory_position = player_position.translation.truncate().extend(2.0);
player_inventory_gui_transform.translation = new_inventory_position;
player_gui_status.looking_inventory = true;
player_inventory_visibility.toggle_visible_hidden();
println!("{:#?}", player_inventory);
} else if keyboard.just_pressed(KeyCode::Tab) && player_gui_status.looking_inventory == true
{
player_gui_status.looking_inventory = false;
player_inventory_visibility.toggle_visible_hidden();
}
}
}