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@ -3,30 +3,19 @@
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// Editor for creating Monologue Trees levels
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//
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// BUGS:
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// * Not loading scenes with Active refactor
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// * Not pause animations with Active refactor
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// * Camera order ambiguity
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// * Load new GLTF -> Despawn all level entities
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//
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// TODO:
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// * Disable auto start/load
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// * (hard) Harden Active Camera
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// * (medium) Despawn entire scene when GLTF changed?
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// * (medium) Select Font -> "Default Font" Resource
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// * (medium) Pre-compute animation target entities
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// * (medium) Animation buttons only visible when playable
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// * (easy) Clear button to wipe spawned scene
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// * Better handle hide/close monologue
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// * (brutal) export level
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// * (hard) import level
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//
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// Asset types:
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// * Audios (done)
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// * Loop individual (done)
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// * Gltfs (doing)
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// * Scenes
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// * Animations
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// * Play/Pause all
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// * Fonts (done)
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// * Monologues (done)
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use bevy::{
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asset::{Asset, AssetLoader, Assets, ChangeWatcher, LoadContext, LoadedAsset},
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@ -72,8 +61,6 @@ fn main() {
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.init_resource::<AssetRegistry>()
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.add_asset::<Monologue>()
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.init_asset_loader::<MonologueLoader>()
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.add_event::<CustomAssetEvent<Scene>>()
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.add_event::<CustomAssetEvent<AnimationClip>>()
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.add_systems(Startup, (initialize_ui, init_texts_ui, welcome_message))
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.add_systems(
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Update,
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@ -89,16 +76,8 @@ fn main() {
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Update,
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(remove_scenes_ui, add_scenes_ui, control_active_scenes),
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)
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.add_systems(
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Update,
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(
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cameras_ui,
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manage_active_camera,
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control_active_camera,
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fallback_camera,
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),
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)
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.add_systems(Update, (audio_ui, play_audio))
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.add_systems(Update, (cameras_ui, manage_active_camera, fallback_camera))
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.add_systems(Update, (audio_ui, play_audio, pause_audio))
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.add_systems(
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Update,
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(
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@ -106,7 +85,7 @@ fn main() {
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gltf_ui,
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fonts_ui,
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texts_ui,
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manage_active_gltf,
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control_active_gltf,
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show_preview_text,
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sync_monologue_font,
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),
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@ -126,13 +105,6 @@ fn main() {
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#[derive(Resource, Default)]
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pub struct AssetRegistry(Vec<HandleUntyped>);
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#[derive(Event)]
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pub enum CustomAssetEvent<T: Asset> {
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Add { handle: Handle<T>, name: String },
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Remove { handle: Handle<T> },
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Clear,
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}
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#[derive(Debug, Component)]
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pub struct TabRoot;
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@ -162,6 +134,15 @@ fn initialize_ui(mut commands: Commands) {
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..default()
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};
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let simple_button = ButtonBundle {
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style: Style {
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..base_style.clone()
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},
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background_color: Color::WHITE.into(),
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border_color: Color::BLACK.into(),
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..default()
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};
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commands
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.spawn(NodeBundle {
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style: Style {
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@ -198,15 +179,6 @@ fn initialize_ui(mut commands: Commands) {
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// HACK: This is super janky but I think we need it like this for UI layout rules
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let mut content_containers: Vec<(String, Entity)> = Vec::new();
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let simple_button = ButtonBundle {
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style: Style {
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..base_style.clone()
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},
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background_color: Color::WHITE.into(),
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border_color: Color::BLACK.into(),
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..default()
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};
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// Containers with asset content
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parent
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.spawn((
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@ -297,11 +269,60 @@ fn initialize_ui(mut commands: Commands) {
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));
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},
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);
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});
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})
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.id();
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parent.spawn((
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ui::TitleBarBase::new(Color::WHITE).bundle(),
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ui::Title {
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text: "Assets".into(),
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..default()
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},
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ui::Minimize { target: container },
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ui::Sorting(0),
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));
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});
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commands
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.spawn(NodeBundle {
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style: Style {
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bottom: Val::Px(0.0),
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left: Val::Px(0.0),
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position_type: PositionType::Absolute,
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border: UiRect::all(Val::Px(1.0)),
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margin: UiRect::all(Val::Px(1.0)),
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padding: UiRect::all(Val::Px(1.0)),
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flex_direction: FlexDirection::Column,
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overflow: Overflow::clip(),
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..default()
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},
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background_color: Color::WHITE.into(),
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border_color: Color::BLACK.into(),
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..default()
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})
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.with_children(|parent| {
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let container = parent
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.spawn((
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NodeBundle {
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style: Style {
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border: UiRect::all(Val::Px(1.0)),
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margin: UiRect::all(Val::Px(1.0)),
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padding: UiRect::all(Val::Px(1.0)),
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flex_direction: FlexDirection::Column,
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overflow: Overflow::clip(),
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..default()
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},
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background_color: Color::WHITE.into(),
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border_color: Color::BLACK.into(),
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..default()
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},
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ui::Sorting(99),
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ui::Select::Action,
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))
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.with_children(|parent| {
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parent.spawn((
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simple_button.clone(),
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ClearAssets,
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ui::Sorting(90),
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ui::Sorting(1),
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ui::Title {
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text: "Clear Assets".into(),
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..default()
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@ -310,19 +331,18 @@ fn initialize_ui(mut commands: Commands) {
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parent.spawn((
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simple_button.clone(),
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ClearLevel,
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ui::Sorting(95),
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ui::Sorting(2),
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ui::Title {
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text: "Reset Level".into(),
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..default()
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},
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));
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});
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})
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.id();
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parent.spawn((
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ui::TitleBarBase::new(Color::WHITE).bundle(),
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ui::Title {
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text: "Assets".into(),
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text: "Actions".into(),
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..default()
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},
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ui::Minimize { target: container },
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@ -466,27 +486,22 @@ mod audio {
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});
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}
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pub fn play_audio(
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events: Query<(Entity, &Interaction, &AudioSink), (With<Button>, Changed<Interaction>)>,
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mut commands: Commands,
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) {
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pub fn play_audio(events: Query<&AudioSink, (With<Button>, Added<ui::Active>)>) {
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events.iter().for_each(|sink| {
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sink.play();
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});
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}
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pub fn pause_audio(mut events: RemovedComponents<ui::Active>, sinks: Query<&AudioSink>) {
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events
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.iter()
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.filter(|(_, &interaction, _)| interaction == Interaction::Pressed)
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.for_each(|(entity, _, sink)| {
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sink.toggle();
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if sink.is_paused() {
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commands.entity(entity).remove::<ui::Active>();
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} else {
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commands.entity(entity).insert(ui::Active);
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}
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});
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.filter_map(|entity| sinks.get(entity).ok())
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.for_each(|sink| sink.stop());
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}
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}
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use assets::*;
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mod assets {
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use super::*;
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pub fn get_asset_name<T: Asset>(server: &AssetServer, handle: Handle<T>) -> String {
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@ -602,7 +617,6 @@ mod gltf {
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#[derive(Debug, Component, Default)]
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pub struct GltfWidget;
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// TODO: Mark selected gltf as active ~single exclusive~
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pub fn gltf_ui(
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mut events: EventReader<AssetEvent<Gltf>>,
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mut commands: Commands,
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@ -655,23 +669,13 @@ mod gltf {
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});
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}
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pub fn manage_active_gltf(
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events: Query<
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(Entity, &Interaction, Option<&ui::Active>),
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(With<Button>, Changed<Interaction>),
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>,
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pub fn control_active_gltf(
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events: Query<Entity, (With<ui::TargetAsset<Gltf>>, Added<ui::Active>)>,
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root: Query<Entity, With<LevelRoot>>,
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mut commands: Commands,
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) {
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events
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.iter()
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.filter(|(_, &interaction, _)| interaction == Interaction::Pressed)
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.for_each(|(entity, _, active_ish)| match active_ish {
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Some(_) => {
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commands.entity(entity).remove::<ui::Active>();
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}
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None => {
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commands.entity(entity).insert(ui::Active);
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}
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events.iter().for_each(|_| {
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commands.entity(root.single()).despawn_descendants();
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});
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}
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}
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@ -1194,8 +1198,9 @@ mod cameras {
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pub struct CameraWidget;
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pub fn cameras_ui(
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mut added: Query<(Entity, &mut Camera, &Name), (Added<Camera>, Without<EditorCamera>)>,
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mut added: Query<(Entity, &mut Camera, &Name), Added<Camera>>,
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mut removed: RemovedComponents<Camera>,
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editor_camera: Query<Entity, With<EditorCamera>>,
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widget: Query<Entity, With<CameraWidget>>,
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current: Query<(Entity, &ui::TargetEntity)>,
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mut commands: Commands,
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@ -1212,47 +1217,25 @@ mod cameras {
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ui::TargetEntity { entity },
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name.as_str().into(),
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);
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camera.is_active = false;
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camera.is_active = entity == editor_camera.single();
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});
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}
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/// Set the camera active component based on button clicks
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pub fn manage_active_camera(
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events: Query<(&Interaction, &ui::TargetEntity), Changed<Interaction>>,
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cameras: Query<Entity, With<Camera>>,
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mut commands: Commands,
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events: Query<&ui::TargetEntity, Added<ui::Active>>,
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mut cameras: Query<(Entity, &mut Camera)>,
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) {
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events
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.iter()
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.filter(|(&interaction, _)| interaction == Interaction::Pressed)
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.for_each(|(_, ui::TargetEntity { entity })| {
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cameras.iter().for_each(|this_entity| {
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events.iter().for_each(|ui::TargetEntity { entity }| {
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cameras.iter_mut().for_each(|(this_entity, mut camera)| {
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if this_entity == *entity {
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info!("Marking {:?} as active camera", entity);
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commands.entity(this_entity).insert(ui::Active);
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camera.is_active = true;
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} else {
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info!("Marking {:?} as inactive camera", entity);
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commands.entity(this_entity).remove::<ui::Active>();
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}
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});
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});
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}
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/// Set the active camera based on the Active marker component
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pub fn control_active_camera(
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added: Query<Entity, (Added<ui::Active>, With<Camera>)>,
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mut removed: RemovedComponents<ui::Active>,
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mut cameras: Query<&mut Camera>,
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) {
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removed.iter().for_each(|entity| {
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if let Ok(mut camera) = cameras.get_mut(entity) {
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camera.is_active = false;
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}
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});
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added.iter().for_each(|entity| {
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if let Ok(mut camera) = cameras.get_mut(entity) {
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camera.is_active = true;
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}
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});
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}
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@ -1360,12 +1343,13 @@ mod reset {
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mut commands: Commands,
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) {
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events.iter().for_each(|entity| {
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// Clear buttons holding asset references
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asset_holders
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.iter()
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.for_each(|entity| commands.entity(entity).despawn_recursive());
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// Empty asset registry
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registry.0.clear();
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// TODO: .clear() assets?
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commands.entity(entity).remove::<ui::Active>();
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})
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}
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}
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