Loading is fixed and merging is partially fixed

Still have to get rid of one of the two merged pieces
main
Elijah C. Voigt 1 year ago
parent 82b1f00d14
commit 9c396e3183

@ -378,7 +378,7 @@ impl Board {
// qqd....."#, // qqd....."#,
r#"........ r#"........
...p.... ...p....
..p..... ..p...p.
........"#, ........"#,
) )
} }

@ -53,26 +53,33 @@ fn exit_loading(mut cameras: Query<&mut Camera, With<Loading>>) {
fn loading( fn loading(
server: Res<AssetServer>, server: Res<AssetServer>,
sprites: Res<Assets<Image>>, images: Res<Assets<Image>>,
gltfs: Res<Assets<Gltf>>, gltfs: Res<Assets<Gltf>>,
tweaks: Res<Assets<tweak::Tweaks>>, tweaks: Res<Assets<tweak::Tweaks>>,
fonts: Res<Assets<Font>>, fonts: Res<Assets<Font>>,
mut next_state: ResMut<NextState<GameState>>, mut next_state: ResMut<NextState<GameState>>,
time: Res<Time>,
) { ) {
let s = (!sprites.is_empty()) let s = (!images.is_empty())
&& sprites && images
.ids() .ids()
.all(|id| server.is_loaded_with_dependencies(id)); .filter(|id| matches!(id, AssetId::Uuid { .. }))
.filter(|id| server.get_path(*id).is_some())
.all(|id| {
server.is_loaded_with_dependencies(id)
});
let g = (!gltfs.is_empty()) && gltfs.ids().all(|id| server.is_loaded_with_dependencies(id)); let g = (!gltfs.is_empty()) && gltfs.ids().all(|id| server.is_loaded_with_dependencies(id));
let t = (!tweaks.is_empty()) let t = (!tweaks.is_empty())
&& tweaks && tweaks
.ids() .ids()
.all(|id| server.is_loaded_with_dependencies(id)); .all(|id| server.is_loaded_with_dependencies(id));
let f = (!fonts.is_empty()) && fonts.ids().all(|id| server.is_loaded_with_dependencies(id)); let f = !fonts.is_empty() &&
fonts.ids()
info!("Loading :: images: {} :: gltfs: {} :: tweaks: {} :: fonts: {}", s, g, t, f); .filter(|id| server.get_path(*id).is_some())
.all(|id| server.is_loaded_with_dependencies(id));
if s && g && t && f { if s && g && t && f {
info!("Loading complete after {:?} seconds", time.elapsed_seconds());
info!("Starting game intro"); info!("Starting game intro");
next_state.set(GameState::Intro) next_state.set(GameState::Intro)
} }

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