use bevy::prelude::*; use bevy_rapier2d::prelude::*; use crate::{ GameState, meters, inventory::{ ActiveInventory, Inventory, } }; use super::*; const CRATE_CLOSED_ASSET: &'static str = "sprites/interactive/crate_closed.png"; #[derive(Component, Clone, Copy, Default, Reflect, Debug, PartialEq, Eq)] #[reflect(Component, Clone, Default, Debug, PartialEq)] #[require(Sprite, InteractiveObject, Inventory)] pub struct Container; pub fn on_container_interact( event: On, mut commands: Commands, locked_query: Query<(), With>, crate_query: Query<(), With>, mut next_state: ResMut>, ) { if locked_query.get(event.entity).is_ok() { return; } if crate_query.get(event.entity).is_err() { return; } commands.entity(event.entity).insert(ActiveInventory); next_state.set(GameState::Inventory); } pub fn container_bundle( asset_server: &Res, position: Vec2, inventory_size: UVec2, ) -> impl Bundle { let image = asset_server.load(CRATE_CLOSED_ASSET); ( Container, Transform::from_xyz(position.x, position.y - meters(0.5), 0.), Sprite::from_image(image), Inventory::new(inventory_size), Children::spawn(( Spawn(( Collider::cuboid(meters(1.), meters(1.)), Sensor, Transform::from_xyz(0., meters(0.5), 0.), )), )), Name::new(format!("Container {}x{}", inventory_size.x, inventory_size.y)), ) }