Fixup hello-fmod with buttons!

selection-refactor
Elijah Voigt 2 years ago
parent e18ce0e4fe
commit 2c84c1cef8

4
.gitignore vendored

@ -1,5 +1,9 @@
# Rust patterns
/target
# FMOD patterns
**/.cache/
**/.user/
**/.unsaved/
**/*.fspackage
**/Build/

@ -16,12 +16,12 @@ fn main() {
"./assets/audio/Martian Chess/Build/Desktop/Master.bank",
"./assets/audio/Martian Chess/Build/Desktop/Master.strings.bank",
"./assets/audio/Martian Chess/Build/Desktop/Music.bank",
"./assets/audio/Martian Chess/Build/Desktop/SFX.bank",
],
},
))
.add_systems(Startup, startup)
.add_systems(PostStartup, play_music)
.add_systems(Update, set_music)
.add_systems(Update, play_music)
.run();
}
@ -29,66 +29,64 @@ fn main() {
struct MyMusicPlayer;
fn startup(mut commands: Commands, studio: Res<FmodStudio>) {
let event_description = studio.0.get_event("event:/Martian Chess").unwrap();
studio
.0
.get_bank_list(10)
.expect("List banks")
.iter()
.for_each(|bank| {
info!("Bank: {:?}", bank.get_path().expect("Get bank path"));
bank.get_event_list(100)
.iter()
.flat_map(|events| events.iter())
.for_each(|event| {
info!("Event path: {:?}", event.get_path());
info!(
"Event parameter description {:?}",
event.get_parameter_description_by_name("Game State")
);
commands
.spawn(NodeBundle {
style: Style {
flex_direction: FlexDirection::Column,
..default()
},
..default()
})
.with_children(|parent| {
studio
.0
.get_bank_list(10)
.expect("List banks")
.into_iter()
.flat_map(|bank| {
bank.get_event_list(100)
.into_iter()
.flat_map(|events| events.into_iter())
.filter_map(|event| event.get_path().ok())
})
.for_each(|event_path| {
parent
.spawn((
ButtonBundle {
style: Style { ..default() },
..default()
},
AudioSource::new(studio.0.get_event(event_path.as_str()).unwrap()),
))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
event_path,
TextStyle {
color: Color::BLACK.into(),
..default()
},
));
});
});
});
commands
.spawn(MyMusicPlayer)
.insert(AudioSource::new(event_description));
commands.spawn((
Camera2dBundle { ..default() },
UiCameraConfig { show_ui: true },
));
}
fn play_music(mut audio_sources: Query<&AudioSource, With<MyMusicPlayer>>) {
if let Ok(audio_source) = audio_sources.get_single_mut() {
audio_source.play();
}
}
fn set_music(
mut events: EventReader<KeyboardInput>,
mut audio_sources: Query<&AudioSource, With<MyMusicPlayer>>,
fn play_music(
mut events: Query<
(&Interaction, &mut AudioSource),
(Changed<Interaction>, With<Button>, With<AudioSource>),
>,
) {
events.iter().for_each(
|KeyboardInput {
key_code, state, ..
}| {
if let Ok(audio_source) = audio_sources.get_single_mut() {
let target = match state {
ButtonState::Pressed => match key_code {
Some(KeyCode::Key1) => 0.0,
Some(KeyCode::Key2) => 1.0,
Some(KeyCode::Key3) => 2.0,
Some(KeyCode::Key4) => 3.0,
Some(KeyCode::Key5) => 4.0,
Some(KeyCode::Key6) => 5.0,
_ => -1.0,
},
_ => -1.0,
};
if target >= 0.0 {
audio_source
.event_instance
.set_parameter_by_name("Game State", target, true)
.expect("Set audio parameter");
}
}
},
);
events
.iter_mut()
.filter(|(&i, _)| i == Interaction::Pressed)
.for_each(|(_, a)| {
info!("Toggling Audio");
a.play();
});
}

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