generated from 2ndbeam/bevy-template
refactor!: Split everything into submodules
- Bump version to 0.2.0 - Split every module to systems, observers, plugins, etc - Renamed Crate to Container - Removed Wall component - Removed try_insert_item system - Removed inventory::ui module
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3094a8af13
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20 changed files with 830 additions and 772 deletions
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@ -1,4 +1,5 @@
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use super::super::*;
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use crate::input::plugin::*;
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use leafwing_input_manager::prelude::*;
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#[derive(Actionlike, Reflect, Clone, Debug, PartialEq, Eq, Hash, Default)]
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enum Action {
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@ -22,39 +23,39 @@ fn asset_from_map() {
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input_map.insert_dual_axis(Action::DualAxis, GamepadStick::RIGHT);
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input_map.insert_dual_axis(Action::DualAxis, VirtualDPad::wasd());
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let mut expected_input_asset = input::InputAsset::default();
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expected_input_asset.insert(Action::Button, input::MultiInput {
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let mut expected_input_asset = InputAsset::default();
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expected_input_asset.insert(Action::Button, MultiInput {
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keyboard: Some(vec![KeyCode::KeyE]),
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gamepad: Some(vec![GamepadButton::East]),
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mouse: None,
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}.into());
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expected_input_asset.insert(Action::SingleAxis, input::InputKind::Axis(vec![
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expected_input_asset.insert(Action::SingleAxis, InputKind::Axis(vec![
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Box::new(GamepadAxis::LeftStickX),
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Box::new(VirtualAxis::ad()),
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]));
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expected_input_asset.insert(Action::DualAxis, input::InputKind::DualAxis(vec![
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expected_input_asset.insert(Action::DualAxis, InputKind::DualAxis(vec![
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Box::new(GamepadStick::RIGHT),
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Box::new(VirtualDPad::wasd()),
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]));
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let input_asset = input::InputAsset::from(input_map);
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let input_asset = InputAsset::from(input_map);
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assert_eq!(input_asset, expected_input_asset);
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}
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#[test]
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fn map_from_asset() {
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let mut input_asset = input::InputAsset::default();
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input_asset.insert(Action::Button, input::MultiInput {
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let mut input_asset = InputAsset::default();
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input_asset.insert(Action::Button, MultiInput {
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keyboard: Some(vec![KeyCode::KeyE]),
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gamepad: Some(vec![GamepadButton::East]),
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mouse: None,
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}.into());
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input_asset.insert(Action::SingleAxis, input::InputKind::Axis(vec![
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input_asset.insert(Action::SingleAxis, InputKind::Axis(vec![
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Box::new(GamepadAxis::LeftStickX),
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Box::new(VirtualAxis::ad()),
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]));
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input_asset.insert(Action::DualAxis, input::InputKind::DualAxis(vec![
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input_asset.insert(Action::DualAxis, InputKind::DualAxis(vec![
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Box::new(GamepadStick::RIGHT),
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Box::new(VirtualDPad::wasd()),
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]));
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@ -1,5 +1,11 @@
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use bevy::prelude::*;
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use crate::inventory::{Inventory, item::Item, ui::DraggedItem};
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use crate::{
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inventory::{
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Inventory,
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item::Item,
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},
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ui::inventory::DraggedItem,
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};
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fn inventory() -> Inventory {
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Inventory::new(UVec2::splat(4))
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