refactor: ♻️ remove inventory gui template
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3 changed files with 0 additions and 60 deletions
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@ -9,7 +9,6 @@ use bevy::{
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use camera::UserCamera;
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use market::Market;
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use player::Player;
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use player_inventory_gui::PlayerInventoryGUI;
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use ui::{FPSText, FishCounterText, KeybindingsText, MoneyText};
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use water::Water;
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@ -17,7 +16,6 @@ mod camera;
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mod market;
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mod player;
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mod player_inventory;
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mod player_inventory_gui;
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mod ui;
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mod water;
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@ -54,7 +52,6 @@ pub fn start_game() {
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UserCamera::setup,
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Water::setup,
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Market::setup,
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PlayerInventoryGUI::setup,
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Player::setup,
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FishCounterText::setup,
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MoneyText::setup,
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@ -66,7 +63,6 @@ pub fn start_game() {
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(
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FPSText::update,
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UserCamera::update,
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PlayerInventoryGUI::toggle,
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Player::r#move.before(FishCounterText::update),
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Water::fishing,
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Market::sell.chain().before(MoneyText::update),
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@ -1,56 +0,0 @@
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use bevy::prelude::*;
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use crate::{player::Player, PlayerGUIStatus};
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#[derive(Debug, Default, Component)]
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pub struct PlayerInventoryGUI {}
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impl PlayerInventoryGUI {
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pub fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let image = asset_server.load::<Image>("inventory.png");
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let sprite = Sprite::from_image(image);
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commands.spawn((
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sprite.clone(),
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Transform::from_scale(Vec3 {
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x: 20.0,
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y: 20.0,
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z: 0.0,
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}),
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Visibility::Hidden,
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PlayerInventoryGUI::default(),
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));
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}
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pub fn toggle(
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mut player_inventory_gui_transform_query: Query<
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&mut Transform,
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(With<PlayerInventoryGUI>, Without<Player>),
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>,
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mut player_query: Query<&mut Player, With<Player>>,
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player_transform_query: Query<&Transform, With<Player>>,
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mut player_inventory_visibility_query: Query<&mut Visibility, With<PlayerInventoryGUI>>,
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keyboard: Res<ButtonInput<KeyCode>>,
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mut player_gui_status: ResMut<PlayerGUIStatus>,
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) {
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let mut player_inventory_visibility =
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player_inventory_visibility_query.get_single_mut().unwrap();
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if keyboard.just_pressed(KeyCode::Tab) && player_gui_status.looking_inventory == false {
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let mut player_inventory_gui_transform = player_inventory_gui_transform_query
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.get_single_mut()
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.unwrap();
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let player_inventory = &player_query.get_single_mut().unwrap().inventory;
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let player_position = player_transform_query.get_single().unwrap();
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let new_inventory_position = player_position.translation.truncate().extend(2.0);
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player_inventory_gui_transform.translation = new_inventory_position;
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player_gui_status.looking_inventory = true;
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player_inventory_visibility.toggle_visible_hidden();
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println!("{:#?}", player_inventory);
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} else if keyboard.just_pressed(KeyCode::Tab) && player_gui_status.looking_inventory == true
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{
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player_gui_status.looking_inventory = false;
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player_inventory_visibility.toggle_visible_hidden();
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}
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}
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}
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