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875 lines
28 KiB
Rust

#![allow(dead_code)]
#![allow(clippy::type_complexity)]
#![allow(clippy::too_many_arguments)]
#![feature(trim_prefix_suffix)]
mod mono;
use bevy::{picking::hover::HoverMap, platform::hash::RandomState};
use games::*;
use mono::*;
use std::hash::BuildHasher;
fn main() {
App::new()
.add_plugins(BaseGamePlugin {
name: "trees".into(),
})
.add_plugins(MonologueAssetsPlugin)
.add_event::<DialogEvent>()
.add_event::<PlantTree>()
.add_event::<AssignMonologue>()
.init_state::<DialogState>()
.insert_resource(ClearColor(WHITE.into()))
.add_systems(
Startup,
(
init_trees,
init_ui,
init_debug_ui,
load_monologues,
position_camera.after(setup_camera),
),
)
.add_systems(
Update,
(
// Start a dialog if none are running
start_dialog
.run_if(in_state(DebuggingState::Off))
.run_if(in_state(DialogState::None))
.run_if(on_event::<Pointer<Click>>),
// Close the dialog box if it is idle (not choosing)
end_dialog
.run_if(in_state(DebuggingState::Off))
.run_if(in_state(DialogState::Idle))
.run_if(on_event::<Pointer<Click>>),
spawn_debug_buttons.run_if(on_event::<AssetEvent<Monologue>>),
handle_plant_tree.run_if(on_event::<PlantTree>),
assign_monologue_to_tree.run_if(on_event::<AssignMonologue>),
dialog_engine.run_if(on_event::<DialogEvent>),
auto_scroll.run_if(any_component_added::<DialogOption>),
dialog_box_visibility.run_if(state_changed::<DialogState>),
monologue_asset_tooltip
.run_if(on_event::<Pointer<Over>>.or(on_event::<Pointer<Out>>)),
scale_window.run_if(on_event::<WindowResized>),
hide_menu.run_if(any_component_changed::<NavState>),
clear_monologue.run_if(any_component_changed::<NavState>),
control_menu.run_if(on_event::<Pointer<Over>>.or(on_event::<Pointer<Out>>)),
),
)
.add_observer(add_dialog_option)
.add_observer(add_tree_monologue)
.add_observer(remove_tree_monologue)
.add_observer(show_monologue_list)
.add_observer(hide_monologue_list)
.run();
}
/// Tree marker component
#[derive(Component)]
struct Tree;
#[derive(Component, PartialEq, Clone)]
struct TreeMonologue(Handle<Monologue>);
/// Initialize the trees, currently placeholders
/// Trees are 2d cards in a 3d world for flexibility
/// Might move fully 2d if the art style allows it
fn init_trees(mut ambient_light: ResMut<AmbientLight>) {
// Global light
ambient_light.brightness = 500.0;
}
/// Dialog box marker component
#[derive(Component)]
struct DialogBox;
/// Initialize the UI which consists soley of a dialog box (for now?)
fn init_ui(mut commands: Commands) {
commands
.spawn((
DialogBox,
BackgroundColor(BLACK.with_alpha(0.9).into()),
DialogState::Ongoing,
Node {
align_self: AlignSelf::Start,
justify_self: JustifySelf::Center,
width: Val::Percent(98.0),
max_height: Val::Percent(50.0),
align_items: AlignItems::Center,
margin: UiRect::all(Val::Percent(1.0)),
padding: UiRect::all(Val::Percent(1.0)),
flex_direction: FlexDirection::Column,
// Scroll on the Y axis
overflow: Overflow::scroll_y(),
..default()
},
))
.observe(scroll)
.observe(hover_dialog_box_over)
.observe(hover_dialog_box_out);
}
#[derive(Component)]
struct MonologuesContainer;
#[derive(Component)]
struct MonologuesList;
#[derive(Component)]
struct MonologuePreview;
/// Panel for selecting which monologue tree to spawn
fn init_debug_ui(mut commands: Commands) {
commands.spawn((
Name::new("Tree Planter"),
Text::new("+Tree"),
Node {
top: Val::Px(0.0),
left: Val::Px(0.0),
min_width: Val::Px(25.0),
min_height: Val::Px(25.0),
..default()
},
BackgroundColor(RED.into()),
DebuggingState::On,
MonologuesContainer,
Button,
)).observe(spawn_tree);
let monologue_button = commands
.spawn((
Name::new("Monologue Assignment Menu"),
Text::new("+Monologue"),
Node {
top: Val::Px(25.0),
left: Val::Px(0.0),
min_width: Val::Px(25.0),
min_height: Val::Px(25.0),
..default()
},
BackgroundColor(RED.into()),
DebuggingState::On,
MonologuesContainer,
))
.id();
commands
.spawn((
NavParent(monologue_button),
NavState::default(),
Name::new("Container"),
Node {
flex_direction: FlexDirection::Row,
top: Val::Px(50.0),
height: Val::Percent(90.0),
width: Val::Percent(80.0),
..default()
},
BackgroundColor(BLACK.into()),
)).with_children(|parent| {
parent.spawn((
Name::new("Buttons"),
Node {
flex_direction: FlexDirection::Column,
height: Val::Percent(100.0),
width: Val::Percent(40.0),
overflow: Overflow::scroll_y(),
..default()
},
ScrollPosition::default(),
BackgroundColor(ORANGE.into()),
MonologuesList,
)).observe(scroll);
parent.spawn((
Name::new("Preview"),
MonologuePreview,
NavParent(monologue_button),
NavState::default(),
Node {
flex_direction: FlexDirection::Column,
padding: UiRect::all(Val::Px(10.0)),
overflow: Overflow::scroll_y(),
width: Val::Percent(60.0),
..default()
},
BackgroundColor(ORANGE_RED.into()),
));
});
}
fn hover_dialog_box_over(
trigger: Trigger<Pointer<Over>>,
mut query: Query<&mut BackgroundColor, With<DialogBox>>,
) {
if let Ok(mut bg) = query.get_mut(trigger.target()) {
bg.0.set_alpha(0.95);
}
}
fn hover_dialog_box_out(
trigger: Trigger<Pointer<Out>>,
mut query: Query<&mut BackgroundColor, With<DialogBox>>,
) {
if let Ok(mut bg) = query.get_mut(trigger.target()) {
bg.0.set_alpha(0.9);
}
}
/// On startup move the camera to a suitable position
/// This should be mostly static for the entire game
fn position_camera(mut query: Query<&mut Transform, (With<Camera>, With<Camera3d>)>) {
use std::f32::consts::PI;
query.iter_mut().for_each(|mut t| {
*t = Transform::from_xyz(0.0, 100.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y);
t.rotate_y(-PI * 0.5)
})
}
/// Automatically scrolls dialog when a new batch of options are added
fn auto_scroll(
added: Query<Entity, Added<DialogOption>>,
mut scroll_positions: Query<&mut ScrollPosition>,
) {
debug_assert!(
!added.is_empty(),
"Should only scroll when dialog options are added"
);
scroll_positions.iter_mut().for_each(|mut sp| {
sp.offset_y = f32::MAX;
});
}
/// A possible line of dialog the user can choose
#[derive(Component)]
struct DialogOption;
/// A line of dialog which has been chosen, so is permanent
#[derive(Component)]
struct DialogLine;
/// Events that drive the dialog engine
#[derive(Event, PartialEq)]
enum DialogEvent {
Start(Entity, Handle<Monologue>),
NextBatch,
End,
}
/// State tracking if we are actively "doing a monologue"
#[derive(States, Debug, Hash, Eq, PartialEq, Clone, Component, Default)]
enum DialogState {
// Dialog is running and being interacted with
Ongoing,
// There is no more dialog so it's just sitting there
Idle,
// Dialog box is not visible
#[default]
None,
}
/// Start dialog, will expand later with handle to monologue asset
fn start_dialog(
mut click_events: EventReader<Pointer<Click>>,
mut dialog_events: EventWriter<DialogEvent>,
query: Query<&TreeMonologue, With<Tree>>,
) {
click_events.read().for_each(|event| {
debug!("Click event detected");
if let Ok(TreeMonologue(handle)) = query.get(event.target) {
debug!("Tree Monologue received, sending start dialog event");
dialog_events.write(DialogEvent::Start(event.target, handle.clone()));
dialog_events.write(DialogEvent::NextBatch);
}
})
}
/// When dialog is complete and you click away from the dialog box, close it out
fn end_dialog(
mut click_events: EventReader<Pointer<Click>>,
mut dialog_events: EventWriter<DialogEvent>,
query: Query<Entity, Or<(With<TreeMonologue>, With<DialogBox>, With<DialogOption>)>>,
) {
click_events.read().for_each(|event| {
debug!("Click even triggered end of dialog: {:?}", event.target);
if !query.contains(event.target) {
dialog_events.write(DialogEvent::End);
}
});
}
/// System which puts DialogOptions into the DialogBox
fn dialog_engine(
// React to dialog events
mut events: EventReader<DialogEvent>,
// Reference to DialogBox
dialog_box: Single<Entity, With<DialogBox>>,
// EntityCommands for Dialog Box
mut commands: Commands,
// Handle to "active" monologue
mut handle: Local<Handle<Monologue>>,
// Track active entity as well as the monologue
mut tree_entity: Local<Option<Entity>>,
// Index into "active" monologue
mut idx: Local<usize>,
// Inform the rest of the game what state of dialog we are in
mut next_state: ResMut<NextState<DialogState>>,
// Monologue assets for obvious reasons
monologues: Res<Assets<Monologue>>,
// Dialog lines to despawn them at the end/start of a dialog
lines: Query<Entity, With<DialogLine>>,
) {
debug_assert!(
!events.is_empty(),
"Dialog engine is triggered by Dialog Events"
);
events.read().for_each(|event| {
match event {
DialogEvent::Start(e, h) => {
debug!("Dialog start: {:?}", h);
// Set state to "Active"
next_state.set(DialogState::Ongoing);
// Copy monologue asset into local
*handle = h.clone();
*tree_entity = Some(*e);
}
DialogEvent::NextBatch => {
debug!("Dialog batch");
commands.entity(*dialog_box).with_children(|parent| {
// Fetch this monologue from the assets
if let Some(monologue) = monologues.get(handle.clone().id()) {
// Fetch this batch of options
if let Some(batch) = monologue.get(*idx) {
// Spawn the dialog options in the dialog box
batch.lines.iter().for_each(|line| {
parent.spawn((
Text::new(line.clone()),
DialogOption,
TextLayout::new(JustifyText::Left, LineBreak::NoWrap),
));
});
*idx += 1;
} else {
// Set the dialog state to "Idle"
next_state.set(DialogState::Idle);
}
}
});
}
DialogEvent::End => {
debug!("Dialog ended");
// Remove the TreeMonologue component from the tree we just "spoke to"
commands
.entity(tree_entity.unwrap())
.remove::<TreeMonologue>();
// Remove lines from dialog box
lines.iter().for_each(|e| {
commands.entity(e).despawn();
});
// Reset index into the dialog options array
*idx = 0;
// Wipe the current handle from context
*handle = Handle::default();
// Set state to "Active"
next_state.set(DialogState::None);
}
}
});
}
/// When a dialog option is chosen (clicked on) we do the following:
fn choose_dialog_option(
trigger: Trigger<Pointer<Click>>,
mut dialog_events: EventWriter<DialogEvent>,
mut commands: Commands,
texts: Query<&Text>,
options: Query<Entity, With<DialogOption>>,
dialog_box: Single<Entity, With<DialogBox>>,
) {
debug!("Choosing dialog {:?}", trigger.target());
debug!("Despawning dialog options");
options.iter().for_each(|e| {
commands.entity(e).despawn();
});
debug!("Inserting dialog line");
if let Ok(t) = texts.get(trigger.target()) {
commands.entity(*dialog_box).with_children(|parent| {
parent.spawn((t.clone(), DialogLine));
});
}
// trigger the next dialog line
dialog_events.write(DialogEvent::NextBatch);
}
fn hover_dialog_option_over(
trigger: Trigger<Pointer<Over>>,
mut query: Query<(&mut TextColor, &mut BackgroundColor)>,
) {
if let Ok((mut tc, mut bg)) = query.get_mut(trigger.target()) {
*tc = TextColor(DARK_ORANGE.into());
bg.0.set_alpha(1.0);
}
}
fn hover_dialog_option_out(
trigger: Trigger<Pointer<Out>>,
mut query: Query<(&mut TextColor, &mut BackgroundColor)>,
) {
if let Ok((mut tc, mut bg)) = query.get_mut(trigger.target()) {
*tc = TextColor(ORANGE.into());
bg.0.set_alpha(0.0);
}
}
/// When a (Text) dialog option is added:
/// 1. Add the Button component
/// 2. Change the color to Orange
/// 3. Add observers for click (select) and hover (change color)
fn add_dialog_option(trigger: Trigger<OnAdd, DialogOption>, mut commands: Commands) {
commands
.entity(trigger.target())
.insert(Button)
.insert(Node {
width: Val::Percent(100.0),
..default()
})
.insert(TextLayout::new_with_justify(JustifyText::Center))
.insert(TextColor(ORANGE.into()))
.observe(choose_dialog_option)
.observe(hover_dialog_option_over)
.observe(hover_dialog_option_out);
}
fn dialog_box_visibility(
state: Res<State<DialogState>>,
mut dialog_box: Single<&mut Visibility, With<DialogBox>>,
) {
**dialog_box = if *state.get() == DialogState::None {
Visibility::Hidden
} else {
Visibility::Inherited
};
}
/// Add the "script: path/to/file.mono" tooltip info
fn monologue_asset_tooltip(
mut over_events: EventReader<Pointer<Over>>,
mut out_events: EventReader<Pointer<Out>>,
mut tooltip: ResMut<ToolTip>,
trees: Query<(&Tree, Option<&TreeMonologue>)>,
) {
out_events
.read()
.filter_map(|Pointer { target, .. }| trees.contains(*target).then_some(*target))
.for_each(|_| {
tooltip.remove("Script");
});
over_events
.read()
.filter_map(|Pointer { target, .. }| trees.contains(*target).then_some(*target))
.for_each(|e| {
match trees.get(e) {
Ok((_tree, Some(TreeMonologue(handle)))) => {
match handle.path() {
Some(p) => tooltip.insert("Script", format!("{p}")),
None => tooltip.insert("Script", "A".into()),
}
},
Ok((_tree, None)) => {
tooltip.insert("Script", "N/A".into());
},
_ => ()
}
});
}
fn add_tree_monologue(
trigger: Trigger<OnAdd, TreeMonologue>,
query: Query<&MeshMaterial3d<StandardMaterial>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Get the affected entity's MeshMaterial3d
if let Ok(handle) = query.get(trigger.target()) {
// Get the concrete StandardMaterial
if let Some(material) = materials.get_mut(handle) {
material.base_color = WHITE.with_alpha(1.0).into();
}
}
}
fn remove_tree_monologue(
trigger: Trigger<OnRemove, TreeMonologue>,
query: Query<&MeshMaterial3d<StandardMaterial>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Get the affected entity's MeshMaterial3d
if let Ok(handle) = query.get(trigger.target()) {
// Get the concrete StandardMaterial
if let Some(material) = materials.get_mut(handle) {
// Make it dull
material.base_color = WHITE.with_alpha(0.9).into();
}
}
}
fn scale_window(events: EventReader<WindowResized>, mut window: Single<&mut Window>) {
debug_assert!(!events.is_empty(), "Only scale window when resized");
let r = &mut window.resolution;
let a: f32 = match r.physical_width() as usize {
0..=640 => 0.6,
641..=1280 => 1.0,
1281..=1920 => 1.6,
1921.. => 2.0,
};
let b: f32 = match r.physical_height() as usize {
0..=360 => 0.6,
361..=720 => 1.0,
721..=1080 => 1.6,
1081.. => 2.0,
};
let n = a.min(b);
r.set_scale_factor(n);
debug!(
"Proposed scale factor: ({} -> {a} / {} -> {b}) {n}",
r.width(),
r.height(),
);
}
fn delete_tree(trigger: Trigger<Pointer<Click>>, mut commands: Commands) {
if matches!(trigger.event.button, PointerButton::Middle) {
info!("Middle Click -> Despawning {}", trigger.target());
commands.entity(trigger.target()).despawn();
}
}
/// Load all monologues so they are in the asset store and trigger on-load events
fn load_monologues(server: ResMut<AssetServer>, mut loaded_assets: Local<Vec<Handle<Monologue>>>) {
*loaded_assets = include_str!("../../../assets/trees/MONOLOGUES")
.split("\n")
.map(|path| server.load(path))
.collect();
}
fn spawn_debug_buttons(
mut events: EventReader<AssetEvent<Monologue>>,
mut commands: Commands,
container: Single<Entity, (With<MonologuesList>, Without<Button>)>,
server: Res<AssetServer>,
) {
debug_assert!(
!events.is_empty(),
"Should only spawn buttons when monologues are loaded"
);
events.read().for_each(|event| {
// If this is an "Asset was loaded" event
// These are just asset events for monologues so no need to check the asset type
if let AssetEvent::LoadedWithDependencies { id } = event {
// Get the handle from the asset ID
let handle = server.get_id_handle(*id).unwrap();
// Spawn a button in the box containing buttons
commands.entity(*container).with_children(|parent| {
parent
.spawn((
Button,
Text::new(handle.path().unwrap().to_string().trim_prefix("trees/").trim_suffix(".mono")),
TextLayout::new(JustifyText::Left, LineBreak::WordBoundary),
TreeMonologue(handle.clone()),
MonologuesList,
BackgroundColor(PINK.into()),
))
.observe(assign_monologue_event)
.observe(preview_monologue)
.observe(toggle_debug_button_color_over)
.observe(toggle_debug_button_color_out);
});
}
});
}
fn toggle_debug_button_color_over(
trigger: Trigger<Pointer<Over>>,
mut buttons: Query<&mut BackgroundColor, With<Button>>,
) {
if let Ok(mut bg) = buttons.get_mut(trigger.target()) {
bg.0 = RED.into();
}
}
fn toggle_debug_button_color_out(
trigger: Trigger<Pointer<Out>>,
mut buttons: Query<&mut BackgroundColor, With<Button>>,
) {
if let Ok(mut bg) = buttons.get_mut(trigger.target()) {
bg.0 = PINK.into();
}
}
fn preview_monologue(
trigger: Trigger<Pointer<Over>>,
container: Single<Entity, (With<MonologuePreview>, Without<Button>, Without<Text>)>,
tree_monologue: Query<&TreeMonologue, With<Button>>,
monologues: Res<Assets<Monologue>>,
mut commands: Commands,
) {
// Get the handle for this button's monologuie
if let Ok(TreeMonologue(handle)) = tree_monologue.get(trigger.target()) {
// Get the monologue data
if let Some(monologue) = monologues.get(handle) {
commands.entity(*container).despawn_related::<Children>();
// Spawn the monologue
commands.entity(*container).with_children(|parent| {
let mut i = 0;
while let Some(batch) = monologue.get(i) {
parent.spawn((Text::new("---"), MonologuePreview));
debug!("---");
for (n, item) in batch.lines.iter().enumerate() {
parent.spawn((Text::new(format!("{i}.{n}: {item}")), MonologuePreview));
debug!("{i}.{n}: {item}");
}
// TODO: Just implement iter_batches or something
i += 1;
}
parent.spawn((Text::new("---"), MonologuePreview));
debug!("---");
});
}
}
}
fn show_monologue_list(
trigger: Trigger<Pointer<Over>>,
container: Query<Entity, With<MonologuesContainer>>,
children: Query<&Children>,
mut visibility: Query<&mut Visibility>,
) {
if let Ok(root) = container.get(trigger.target()) {
children.iter_descendants(root).for_each(|e| {
*visibility.get_mut(e).unwrap() = Visibility::Inherited;
});
}
}
fn hide_monologue_list(
trigger: Trigger<Pointer<Out>>,
container: Query<Entity, With<MonologuesContainer>>,
children: Query<&Children>,
mut visibility: Query<&mut Visibility>,
) {
if let Ok(root) = container.get(trigger.target()) {
children.iter_descendants(root).for_each(|e| {
*visibility.get_mut(e).unwrap() = Visibility::Hidden;
});
}
}
#[derive(Event)]
struct PlantTree;
/// Plan a tree in the world
/// Handles random placement, 3d model, materials, and observers
fn handle_plant_tree(
mut events: EventReader<PlantTree>,
trees: Query<Entity, With<Tree>>,
server: Res<AssetServer>,
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
events.read().for_each(|_event| {
let mut tree = commands.spawn(Tree);
// Generate "random" X and Y Coordinates for this tree
// 1. Take the top 2 bytes
// 2. Interpet as u8s
// 3. Re-interpret as i8s
// 4. Cast to f32
let transform = {
let n = RandomState::default().hash_one(tree.id());
let [a, b, ..] = n.to_be_bytes();
let x: f32 = a.cast_signed().wrapping_div(4).into();
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;
debug!("Coordiantes: {x} {y}");
Transform::from_xyz(x, z, y).with_scale(Vec3::splat(10.0))
};
let material = MeshMaterial3d(materials.add(StandardMaterial {
base_color_texture: Some(server.load("trees/placeholder/tree.png")),
base_color: WHITE.with_alpha(0.9).into(),
alpha_mode: AlphaMode::Blend,
..default()
}));
let mesh = Mesh3d(meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(1.0))));
tree.insert((mesh, material, transform))
.observe(delete_tree)
.observe(drag_tree);
});
}
#[derive(Event)]
struct AssignMonologue(Handle<Monologue>);
/// Assign the given monologue to a tree
fn assign_monologue_to_tree(
mut events: EventReader<AssignMonologue>,
query: Query<Entity, (With<Tree>, Without<TreeMonologue>)>,
mut commands: Commands,
) {
events.read().for_each(|event| {
// Get a valid tree to assign an entity to
let tree = query.iter().next().unwrap();
// Create the TreeMonologue component
let monologue = TreeMonologue(event.0.clone());
// Insert the component to the entity
commands.entity(tree).insert(monologue);
})
}
fn drag_tree(
trigger: Trigger<Pointer<Drag>>,
state: Res<State<DebuggingState>>,
mut query: Query<&mut Transform, With<Tree>>,
camera: Single<(&Camera, &GlobalTransform), With<Camera>>,
window: Single<&Window>,
) {
if *state.get() == DebuggingState::On {
if let Ok(mut t) = query.get_mut(trigger.target()) {
let world_position = window
.cursor_position()
.and_then(|cursor| camera.0.viewport_to_world(camera.1, cursor).ok())
.map(|ray| {
// Compute ray's distance to entity
let distance = ray
.intersect_plane(t.translation, InfinitePlane3d::new(t.up()))
.unwrap();
ray.get_point(distance)
});
t.translation = world_position.unwrap();
}
}
}
// When you pointer over the '+' make the entire menu visible
fn hide_menu(
mut nodes: Query<(Entity, &mut Visibility, &NavState), Changed<NavState>>
) {
nodes.iter_mut().for_each(|(e, mut v, n)| {
*v = match n {
NavState::Open => Visibility::Inherited,
NavState::Closed => Visibility::Hidden,
};
});
}
fn clear_monologue(
mut nodes: Query<(Entity, &NavState), (Changed<NavState>, With<MonologuePreview>, Without<Text>)>,
mut commands: Commands,
) {
nodes.iter_mut().for_each(|(e, n)| {
if matches!(n, NavState::Closed) {
commands.entity(e).despawn_related::<Children>();
}
});
}
// When you pointer goes off of the '+' or any of it's children make the entire menu invisible
fn control_menu(
mut over_events: EventReader<Pointer<Over>>,
mut out_events: EventReader<Pointer<Out>>,
nav_children: Query<&NavParent>,
children: Query<&ChildOf>,
nav_parents: Query<&NavChildren>,
parents: Query<&Children>,
mut nav: Query<&mut NavState>,
hover_map: Res<HoverMap>,
) {
over_events.read().for_each(|over| {
let root = nav_children.root_ancestor(over.target);
nav_parents.iter_descendants(root).for_each(|child| {
if let Ok(mut n) = nav.get_mut(child) {
*n = NavState::Open;
}
});
});
// Gives us the enities covered by the HoverMap
let is_hovered: Vec<&Entity> = hover_map
.iter()
.flat_map(|(_, submap)| {
let x: Vec<&Entity> = submap.iter().map(|(node, _)| node).collect();
x
})
.collect();
// For all pointer out events
out_events.read().for_each(|out| {
// If a relative of out.target is hovered, do nothing
// Otherwise set to closed
let root = children.root_ancestor(out.target);
let tree_still_hovered = parents
.iter_descendants(root)
.any(|child| is_hovered.contains(&&child));
if !tree_still_hovered {
if let Ok(mut n) = nav.get_mut(root) {
*n = NavState::Closed;
}
parents.iter_descendants(root).for_each(|child| {
if let Ok(mut n) = nav.get_mut(child) {
*n = NavState::Closed;
}
})
}
})
}
/// Observer for the "Plant a new tree" button in the debug UI
fn spawn_tree(
_trigger: Trigger<Pointer<Click>>,
mut events: EventWriter<PlantTree>,
) {
events.write(PlantTree);
}
fn assign_monologue_event(
trigger: Trigger<Pointer<Click>>,
mut events: EventWriter<AssignMonologue>,
monologues: Query<&TreeMonologue>,
) {
let TreeMonologue(handle) = monologues.get(trigger.target()).unwrap();
events.write(AssignMonologue(handle.clone()));
}