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53 lines
1.6 KiB
Rust

// Monologe Trees Editor
//
// Editor for creating Monologue Trees levels
//
// REFACTOR:
// * Monologue -> Event -> Active -> UI
// * Scene -> Event -> Active -> UI
// * Animation -> Event -> Active -> UI
// * Font -> Event -> Active -> UI
// * Gltf -> Event -> Active -> UI
//
// BUGS:
// * When Handle<T> is loaded, the button for TargetAsset<T> should load as well
// * Exported level should preserve active camera
// * Picking new GLTF resets audio without resetting buttons
//
// TODO:
// * edit textbox with actions
// * (brutal) export level
// * (hard) import level
// * (hard) Harden Active Camera
// * (medium) Pre-compute animation target entities
// * make min/max/close buttons into actions not selects
// * (???) Better handle hide/close monologue
use bevy::{asset::ChangeWatcher, gltf::Gltf, prelude::*, utils::Duration};
use monologue_trees::{debug::*, editor::plugin::EditorPlugin, ui};
fn main() {
App::new()
.add_plugins((
DefaultPlugins
.set(WindowPlugin {
primary_window: Some(Window {
title: "Monologue Trees Editor".into(),
resolution: (640., 480.).into(),
..default()
}),
..default()
})
.set(AssetPlugin {
watch_for_changes: ChangeWatcher::with_delay(Duration::from_millis(200)),
..default()
}),
DebugInfoPlugin,
ui::GameUiPlugin {
enable_alerts: true,
},
EditorPlugin::default(),
))
.run();
}