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@ -5,15 +5,14 @@
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// TODO:
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// TODO:
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// * Tree Organization: GLTF contains Animations and Scenes
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// * Tree Organization: GLTF contains Animations and Scenes
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// * Camera can only select one at a time.
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// * Camera can only select one at a time.
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// * (easy) Load audios like current GLTFs
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// * (easy) Loop audio enable/disable
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// * (easy) Better Colorscheme
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// * (easy) Better Colorscheme
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// * (easy) Interactive buttons (hover/click)
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// * (medium) Visual errors for bad GLTFs
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// * (medium) Visual errors for bad GLTFs
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// * (medium) Collapsable containers (Gltfs, Animations, Scenes, Audio Clips, Cameras)
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// * (medium) Collapsable containers (Gltfs, Animations, Scenes, Audio Clips, Cameras)
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// * (medium) Spawn clicked scene
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// * (medium) Spawn clicked scene
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// * (medium) Play clicked animation
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// * (medium) Play clicked animation
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// * (idea) Use enum instead of markers for exclusive UI
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// * (idea) Use enum instead of markers for exclusive UI
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// * (medium) Add fonts similar to Audios based on inspect-fonts
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// * (hard) Add Dialogs (requires text box UI, saving, loading)
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use bevy::{
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use bevy::{
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asset::{AssetPath, Assets},
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asset::{AssetPath, Assets},
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@ -57,6 +56,7 @@ fn main() {
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// Audio Systems
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// Audio Systems
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load_audio,
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load_audio,
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unload_audio,
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unload_audio,
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manage_audio_ui,
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play_audio,
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play_audio,
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// Level Import/Export systems
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// Level Import/Export systems
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export_level,
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export_level,
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@ -72,7 +72,8 @@ fn main() {
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#[derive(Debug, Component)]
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#[derive(Debug, Component)]
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enum UiRef<T> {
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enum UiRef<T> {
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Handle(T),
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Handle(T),
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Entity(T),
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// Entity(T),
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// Event(T),
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}
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}
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/// UI:
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/// UI:
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@ -135,7 +136,7 @@ fn initialize_ui(mut commands: Commands) {
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fn load_bogus(
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fn load_bogus(
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mut events: EventReader<KeyboardInput>,
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mut events: EventReader<KeyboardInput>,
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root: Query<Entity, With<AnimationsUi>>,
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root: Query<Entity, (With<AnimationsUi>, Without<UiRef<Handle<AnimationClip>>>)>,
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mut commands: Commands,
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mut commands: Commands,
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) {
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) {
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events
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events
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@ -197,7 +198,7 @@ fn get_fname(asset_path: AssetPath, suffixes: &[&str]) -> String {
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/// This should be a separate async system
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/// This should be a separate async system
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fn manage_gltf_ui(
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fn manage_gltf_ui(
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mut events: EventReader<AssetEvent<Gltf>>,
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mut events: EventReader<AssetEvent<Gltf>>,
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root: Query<Entity, With<GltfsUi>>,
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root: Query<Entity, (With<GltfsUi>, Without<UiRef<Handle<Gltf>>>)>,
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mut commands: Commands,
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mut commands: Commands,
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server: Res<AssetServer>,
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server: Res<AssetServer>,
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) {
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) {
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@ -214,6 +215,9 @@ fn manage_gltf_ui(
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_ => None,
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_ => None,
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})
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})
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.for_each(|(handle, name)| {
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.for_each(|(handle, name)| {
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root.iter().for_each(|entity| {
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commands.entity(entity).log_components();
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});
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commands
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commands
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.spawn((
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.spawn((
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GameUiButton,
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GameUiButton,
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@ -236,7 +240,7 @@ struct ScenesUi;
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/// Sync scene assets with UI
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/// Sync scene assets with UI
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fn manage_scene_ui(
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fn manage_scene_ui(
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mut events: EventReader<AssetEvent<Scene>>,
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mut events: EventReader<AssetEvent<Scene>>,
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root: Query<Entity, With<ScenesUi>>,
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root: Query<Entity, (With<ScenesUi>, Without<UiRef<Handle<Scene>>>)>,
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mut commands: Commands,
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mut commands: Commands,
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gltfs: Res<Assets<Gltf>>,
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gltfs: Res<Assets<Gltf>>,
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registry: Res<AssetRegistry>,
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registry: Res<AssetRegistry>,
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@ -252,10 +256,6 @@ fn manage_scene_ui(
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|gltf_handle| match gltfs.get(&gltf_handle.clone().typed::<Gltf>()) {
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|gltf_handle| match gltfs.get(&gltf_handle.clone().typed::<Gltf>()) {
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Some(gltf) => {
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Some(gltf) => {
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gltf.named_scenes.iter().find_map(|(name, scene_handle)| {
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gltf.named_scenes.iter().find_map(|(name, scene_handle)| {
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info!(
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"scene_handle({:?}) == handle({:?})",
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scene_handle, handle
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);
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(scene_handle == handle).then_some(name)
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(scene_handle == handle).then_some(name)
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})
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})
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}
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}
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@ -292,7 +292,7 @@ struct AnimationsUi;
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fn manage_animation_ui(
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fn manage_animation_ui(
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mut events: EventReader<AssetEvent<AnimationClip>>,
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mut events: EventReader<AssetEvent<AnimationClip>>,
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root: Query<Entity, With<AnimationsUi>>,
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root: Query<Entity, (With<AnimationsUi>, Without<UiRef<Handle<AnimationClip>>>)>,
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mut commands: Commands,
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mut commands: Commands,
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gltfs: Res<Assets<Gltf>>,
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gltfs: Res<Assets<Gltf>>,
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registry: Res<AssetRegistry>,
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registry: Res<AssetRegistry>,
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@ -309,10 +309,6 @@ fn manage_animation_ui(
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match gltfs.get(&gltf_handle.clone().typed::<Gltf>()) {
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match gltfs.get(&gltf_handle.clone().typed::<Gltf>()) {
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Some(gltf) => gltf.named_animations.iter().find_map(
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Some(gltf) => gltf.named_animations.iter().find_map(
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|(name, animation_handle)| {
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|(name, animation_handle)| {
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info!(
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"animation_handle({:?}) == handle({:?})",
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animation_handle, handle
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);
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(animation_handle == handle).then_some(name)
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(animation_handle == handle).then_some(name)
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},
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},
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),
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),
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@ -342,7 +338,83 @@ fn manage_animation_ui(
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struct AudioClipsUi;
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struct AudioClipsUi;
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/// Drag+Drop import Audio to editor
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/// Drag+Drop import Audio to editor
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fn load_audio() {}
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fn load_audio(
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mut events: EventReader<FileDragAndDrop>,
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server: Res<AssetServer>,
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mut assets: ResMut<AssetRegistry>,
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) {
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events
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.iter()
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.filter_map(|event| match event {
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FileDragAndDrop::DroppedFile { path_buf, .. } => Some(path_buf),
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_ => None,
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})
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.for_each(|path_buf| {
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let path = path_buf.as_path();
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let handle = server.load_untyped(path);
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assets.0.insert(handle);
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});
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}
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fn manage_audio_ui(
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mut events: EventReader<AssetEvent<AudioSource>>,
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root: Query<Entity, (With<AudioClipsUi>, Without<UiRef<Handle<AudioSource>>>)>,
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mut commands: Commands,
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server: Res<AssetServer>,
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) {
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events
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.iter()
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.filter_map(|event| match event {
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AssetEvent::Created { handle } => {
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let asset_path = server
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.get_handle_path(handle.clone())
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.expect("Fetch Asset Path");
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let name = get_fname(asset_path, &[".ogg"]);
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Some((handle.clone(), String::from(name)))
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}
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_ => None,
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})
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.for_each(|(handle, name)| {
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commands
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.spawn((
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GameUiButton,
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Name::new(name),
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NodeBundle { ..default() },
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AudioClipsUi,
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AudioBundle {
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source: handle.clone(),
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settings: PlaybackSettings {
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mode: bevy::audio::PlaybackMode::Loop,
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paused: true,
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..default()
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},
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},
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))
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.set_parent(root.single());
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});
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}
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/// Play/Loop Audio
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fn play_audio(
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mut events: Query<
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(&Interaction, &AudioSink, &mut UiElementState),
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(Changed<Interaction>, With<AudioClipsUi>),
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>,
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) {
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events
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.iter_mut()
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.for_each(|(interaction, sink, mut state)| match interaction {
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Interaction::Pressed => {
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sink.toggle();
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*state = match *state {
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UiElementState::Enabled => UiElementState::Active,
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_ => UiElementState::Enabled,
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}
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}
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_ => (),
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});
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}
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/// Remove audio from editor
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/// Remove audio from editor
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fn unload_audio() {}
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fn unload_audio() {}
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@ -350,9 +422,6 @@ fn unload_audio() {}
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/// Spawn Scene
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/// Spawn Scene
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fn spawn_scene() {}
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fn spawn_scene() {}
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/// Play/Loop Audio
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fn play_audio() {}
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/// Export level
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/// Export level
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fn export_level() {}
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fn export_level() {}
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