|
|
|
|
@ -528,17 +528,11 @@ fn delete_tree(trigger: Trigger<Pointer<Click>>, mut commands: Commands) {
|
|
|
|
|
/// Load all monologues so they are in the asset store and trigger on-load events
|
|
|
|
|
fn load_monologues(
|
|
|
|
|
server: ResMut<AssetServer>,
|
|
|
|
|
mut loaded_folder: Local<Handle<LoadedFolder>>,
|
|
|
|
|
mut loaded_assets: Local<Vec<Handle<Monologue>>>,
|
|
|
|
|
) {
|
|
|
|
|
// TODO: Figure out a programatic way to load all assets in the web version...
|
|
|
|
|
// Likely a mega asset that points to all sub-assets or something silly
|
|
|
|
|
*loaded_folder = server.load_folder("trees");
|
|
|
|
|
*loaded_assets = vec![
|
|
|
|
|
server.load("trees/red.mono"),
|
|
|
|
|
server.load("trees/green.mono"),
|
|
|
|
|
server.load("trees/blue.mono"),
|
|
|
|
|
];
|
|
|
|
|
*loaded_assets = include_str!("../../../assets/trees/MONOLOGUES").split("\n").map(|path| {
|
|
|
|
|
server.load(path)
|
|
|
|
|
}).collect();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn spawn_debug_buttons(
|
|
|
|
|
@ -667,7 +661,7 @@ fn populate_tree(
|
|
|
|
|
let y: f32 = b.cast_signed().wrapping_div(4).into();
|
|
|
|
|
// Avoid mesh clipping by offsetting each on the z axis
|
|
|
|
|
let z = trees.iter().len() as f32;
|
|
|
|
|
info!("Coordiantes: {x} {y}");
|
|
|
|
|
debug!("Coordiantes: {x} {y}");
|
|
|
|
|
Transform::from_xyz(x, z, y).with_scale(Vec3::splat(10.0))
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
@ -680,7 +674,7 @@ fn populate_tree(
|
|
|
|
|
|
|
|
|
|
let mesh = Mesh3d(meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(1.0))));
|
|
|
|
|
|
|
|
|
|
info!("Fleshing out monologuing tree");
|
|
|
|
|
debug!("Fleshing out monologuing tree");
|
|
|
|
|
|
|
|
|
|
commands
|
|
|
|
|
.entity(trigger.target())
|
|
|
|
|
|