Clippy is happy

main
Elijah C. Voigt 2 years ago
parent 618d0c87b4
commit ac7458a0f9

@ -261,7 +261,7 @@ fn hydrate_camera(
FogSettings { ..default() },
ScreenSpaceAmbientOcclusionBundle { ..default() },
TemporalAntiAliasSettings { ..default() },
MotionVectorPrepass { ..default() },
MotionVectorPrepass,
// Name::new("3D Camera"),
));
@ -757,17 +757,14 @@ fn select(
.filter(|ev| ev.state == ButtonState::Pressed)
.for_each(|_| {
windows.iter().for_each(|window| {
window.cursor_position().map(|pos| {
cameras.iter().for_each(|(camera, gt)| {
camera.viewport_to_world(gt, pos).map(|ray| {
query
if let Some(pos) = window.cursor_position() { cameras.iter().for_each(|(camera, gt)| {
if let Some(ray) = camera.viewport_to_world(gt, pos) { query
.iter()
.filter_map(|(entity, handle, gt)| {
meshes.get(handle).map(|mesh| (entity, mesh, gt))
})
.for_each(|(entity, mesh, gt)| {
hit::intersects3d(&ray, mesh, gt).map(|_hit| {
selectable
if let Some(_hit) = hit::intersects3d(&ray, mesh, gt) { selectable
.iter()
.find_map(|(e, &board_index, &side)| {
// Check the side of the selection if no piece is selected
@ -794,15 +791,9 @@ fn select(
info!("Board index selected: {:?}", board_index);
selections
.send(game::Selection(board_index));
});
});
});
});
});
});
}); }
}); }
}); }
});
});
}

@ -34,9 +34,6 @@ impl Plugin for IntroPlugin {
}
}
#[derive(Debug, Resource)]
struct IntroPlayed;
#[derive(Debug, Component)]
struct IntroUi;

@ -1,3 +1,4 @@
#![allow(clippy::type_complexity, clippy::too_many_arguments)]
#![feature(iter_array_chunks)] // used in ray.rs
#![feature(iter_intersperse)] // used in debug.rs
#![feature(async_closure)] // Loading tweakfiles

@ -31,7 +31,7 @@ pub(crate) use bevy::{
render::{
mesh::{MeshVertexAttribute, VertexAttributeValues},
render_resource::{
*, AsBindGroup, ShaderRef, TextureViewDescriptor, TextureViewDimension, VertexFormat,
AsBindGroup, ShaderRef, TextureViewDescriptor, TextureViewDimension, VertexFormat,
},
view::ColorGrading,
},

@ -83,7 +83,7 @@ fn interactive_button(
Interaction::None => {
ui_image.texture = resting_handle.clone();
let mut ts = texts.iter_many_mut(children.iter_descendants(entity));
while let Some((t, mut s)) = ts.fetch_next() {
while let Some((_t, mut s)) = ts.fetch_next() {
s.right = Val::Auto;
info!("TODO: Change text color");
info!("TODO: Change position");
@ -93,7 +93,7 @@ fn interactive_button(
ui_image.texture = depressed_handle.clone();
writer.send(audio::AudioEvent::MenuHover);
let mut ts = texts.iter_many_mut(children.iter_descendants(entity));
while let Some((t, mut s)) = ts.fetch_next() {
while let Some((_t, mut s)) = ts.fetch_next() {
s.right = Val::Px(0.0);
info!("TODO: Change text color");
info!("TODO: Change position");
@ -103,7 +103,7 @@ fn interactive_button(
ui_image.texture = depressed_handle.clone();
writer.send(audio::AudioEvent::MenuSelect);
let mut ts = texts.iter_many_mut(children.iter_descendants(entity));
while let Some((t, mut s)) = ts.fetch_next() {
while let Some((_t, mut s)) = ts.fetch_next() {
s.right = Val::Px(0.0);
info!("TODO: Change text color");
info!("TODO: Change position");

Loading…
Cancel
Save