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54 lines
1.5 KiB
Rust

use super::*;
/// A good starting place for creating a game building on top of the base Bevy app
pub struct BaseGamePlugin {
pub name: String,
}
impl Default for BaseGamePlugin {
fn default() -> Self {
BaseGamePlugin {
name: "mygame".into(),
}
}
}
impl Plugin for BaseGamePlugin {
fn build(&self, app: &mut App) {
app.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
fit_canvas_to_parent: true,
canvas: Some(format!("#{}-canvas", self.name)),
..default()
}),
..default()
}))
.add_plugins(DebuggingPlugin)
.add_plugins(MeshPickingPlugin)
.add_plugins(PhysicsPlugins::default())
.add_plugins(LoadingPlugin)
.add_plugins(BaseUiPlugin)
.add_systems(Startup, setup_camera);
}
}
/// System to toggle the visibility of entities based on their state
pub fn toggle_state_visibility<S: States + Component>(
mut q: Query<(Entity, &mut Visibility, &S)>,
curr: Res<State<S>>,
) {
q.iter_mut().for_each(|(e, mut v, s)| {
if curr.get() == s {
*v = Visibility::Inherited;
} else {
*v = Visibility::Hidden;
}
debug!("Changing visibility of {:?} to {:?}", e, *v);
});
}
// TODO: Rename to "create camera"
pub fn setup_camera(mut commands: Commands) {
commands.spawn((Camera3d { ..default() }, Camera { ..default() }, AmbientLight::default()));
}