units wip
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37
game/units/src/units_plugin.rs
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37
game/units/src/units_plugin.rs
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use bevy::{prelude::*, window::PrimaryWindow};
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use bevy_asset_loader::loading_state::{
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config::{ConfigureLoadingState, LoadingStateConfig},
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LoadingStateAppExt,
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};
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use shared::states::{AssetLoadState, GameplayState};
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use world_generation::states::GeneratorState;
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use crate::assets::{unit_asset::UnitAssetPlugin, unit_database::UnitDatabase};
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pub struct UnitsPlugin;
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impl Plugin for UnitsPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(UnitAssetPlugin);
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app.configure_loading_state(LoadingStateConfig::new(AssetLoadState::Loading).load_collection::<UnitDatabase>());
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app.add_systems(Update, units_control.in_set(UnitUpdateSet));
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app.configure_sets(
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Update,
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UnitUpdateSet.run_if(in_state(GameplayState::Playing).and_then(in_state(GeneratorState::Idle))),
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);
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}
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}
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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struct UnitUpdateSet;
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fn units_control(input: Res<ButtonInput<KeyCode>>, window: Query<&Window, With<PrimaryWindow>>) {
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let win = window.single();
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let Some(cursor_pos) = win.cursor_position() else {
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return;
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};
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}
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