Demo the UI with a dummy machine
This finally shows the basic operating principle of the machine UIs. There will be some object out in the world that, when clicked, will open a new UI screen to operate the machine. Next up is to attach various bits of info, like a `Fuel` component on the machine which the UI widget locates and displays as text. This gives me the infrastructure necessary to begin that work.
This commit is contained in:
41
src/main.rs
41
src/main.rs
@@ -1,7 +1,10 @@
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use bevy::{prelude::*, window::WindowResolution};
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use bevy::{color::palettes::css::GREEN, prelude::*, window::WindowResolution};
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use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin};
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use crate::game::machines::{CuttingMachine, RotatingMachine};
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use crate::{
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game::machines::{CuttingMachine, RotatingMachine},
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resources::UiTheme,
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};
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mod assets;
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mod card;
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@@ -21,15 +24,7 @@ fn main() {
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.add_plugins(EguiPlugin::default())
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.add_plugins(WorldInspectorPlugin::new())
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.add_plugins(widgets::GameUiPlugin)
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.add_systems(
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Startup,
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(
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setup,
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assets::load_assets,
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RotatingMachine::spawn_ui,
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CuttingMachine::spawn_ui,
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),
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)
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.add_systems(Startup, (setup, assets::load_assets, dummy_machine))
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.run();
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}
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@@ -43,3 +38,27 @@ fn despawn<T: Component>(mut commands: Commands, to_despawn: Query<Entity, With<
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commands.entity(entity).despawn();
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}
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}
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fn dummy_machine(
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mut commands: Commands,
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// mut meshes: ResMut<Assets<Mesh>>,
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// mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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commands
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.spawn((
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Sprite::from_color(GREEN, Vec2::splat(40.0)),
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// WARN: Mesh picking is not part of the `DefaultPlugins` plugin collection!
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// (but sprite picking is!)
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// Mesh2d(meshes.add(Rectangle::new(25., 25.))),
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// MeshMaterial2d(materials.add(ColorMaterial::from_color(GREEN))),
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Transform::default(),
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Pickable::default(),
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))
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.observe(
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|event: Trigger<Pointer<Click>>, commands: Commands, theme: Res<UiTheme>| {
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let entity = event.target;
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CuttingMachine::spawn_ui(commands, theme);
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},
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);
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}
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