commit before gutting gltf editor parts

main
Elijah Voigt 2 years ago
parent 7621db220e
commit b3c225b1ad

@ -23,7 +23,7 @@
// * make min/max/close buttons into actions not selects
// * (???) Better handle hide/close monologue
use bevy::{asset::ChangeWatcher, gltf::Gltf, prelude::*, utils::Duration};
use bevy::{asset::ChangeWatcher, prelude::*, utils::Duration};
use monologue_trees::{debug::*, editor::plugin::EditorPlugin, ui};
fn main() {

@ -14,6 +14,7 @@ impl Plugin for EditorMonologuePlugin {
fn build(&self, app: &mut App) {
app.add_asset::<Monologue>()
.init_asset_loader::<MonologueLoader>()
.add_event::<ControlMonologue>()
.add_systems(Update, sync_asset_buttons::<Monologue>)
.add_systems(Update, sync_remove_asset_buttons::<Monologue>)
.add_systems(Update, control_active_gltf)
@ -22,7 +23,8 @@ impl Plugin for EditorMonologuePlugin {
.add_systems(Update, ui_active::<Monologue>)
.add_systems(Update, ui_inactive::<Monologue>)
.add_systems(Update, sync_monologue_font)
.add_event::<ControlMonologue>();
.add_systems(Startup, init_texts_ui)
.add_systems(Update, texts_ui);
}
}
@ -60,6 +62,7 @@ impl AssetLoader for MonologueLoader {
let asset = Monologue {
text: String::from_utf8(bytes.to_vec())?,
};
info!("!!! Loading Monologue !!!");
load_context.set_default_asset(LoadedAsset::new(asset));
Ok(())
})

@ -18,7 +18,6 @@ impl Plugin for EditorPlugin {
.add_plugins(EditorScenePlugin::default())
.add_plugins(EditorTimelinePlugin::default())
.add_systems(Startup, initialize_ui)
.add_systems(Startup, init_texts_ui)
.add_systems(Startup, welcome_message);
}
}

@ -17,12 +17,14 @@ impl Plugin for EditorScenePlugin {
pub struct SceneWidget;
pub fn add_scenes_ui(
gltf_selected: Query<&ui::TargetAsset<Gltf>, Added<ui::Active>>,
gltf_selected: Query<&ui::TargetAsset<Gltf>, Added<ui::TargetAsset<Gltf>>>,
mut commands: Commands,
gltfs: Res<Assets<Gltf>>,
widget: Query<Entity, With<SceneWidget>>,
server: Res<AssetServer>,
) {
gltf_selected.iter().for_each(|ui::TargetAsset { handle }| {
let gltf_name = get_asset_name(&server, handle.clone());
if let Some(gltf) = gltfs.get(&handle.clone()) {
gltf.named_scenes.iter().for_each(|(name, handle)| {
create_asset_button(
@ -31,7 +33,7 @@ pub fn add_scenes_ui(
ui::TargetAsset {
handle: handle.clone(),
},
name.clone(),
format!("{}/{}", gltf_name, name),
None,
);
})

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