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feat: Outlines #267
base: act-2-bevy
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feat: Outlines #267
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I need some overview with the items but I set up the consorts. I do not actually know how the item system works, or how to use the inventory or anything. I had to use and thoroughly debug bevy_mod_outline to get this to work, because that crate is better at outlines for single entities and not for the whole screen. |
The inventory system isn't too bad. It's just a Vec and a component called Item that's only on one object rn |
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Overall we still gotta discuss what kinda outlines we want and what we need for it
#[cfg(feature = "overview_camera")] | ||
overview_camera::OverviewCameraPlugin, | ||
bevy_hanabi::HanabiPlugin, | ||
OutlinePlugin, |
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This particular line should not be indented... Do you have cargo fmt and format-on-save?
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stuffs broken on windows. cant fix rn, will do cargo fmt
and commit.
#[cfg(feature = "rapier_debug")] | ||
RapierDebugRenderPlugin::default(), | ||
#[cfg(feature = "inspector")] | ||
bevy_inspector_egui::quick::WorldInspectorPlugin::new(), | ||
#[cfg(feature = "overview_camera")] | ||
overview_camera::OverviewCameraPlugin, | ||
EdgeDetectionPlugin::default(), | ||
RapierPhysicsPlugin::<NoUserData>::default(), | ||
bevy_hanabi::HanabiPlugin, |
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I had these set up in the above add_plugin
so we wouldn't run into issues in having too many tuple elements
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Yeah this doesn't even compile
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it does for me, I will fix this, I know what I changed.
SpawnQuestMarker, | ||
SpawnNameTag, | ||
)); | ||
let mut id = None; |
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There's a way better way to get child Entities. Just call let id = commands.spawn(...).set_parent(ev.entity).id();
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nice!
Will get to this sometime this week? we're rolling a sobel filter with selection and customization to whatever entities we want to have a post-processing outline for. |
@@ -102,6 +106,52 @@ pub fn interact_with<T: Component>( | |||
}, | |||
); | |||
|
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if let Some((Some(entity), _)) = hit_entity { |
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BTW there is some flickering in the selection here.... any ideas why? I'll have to debug this sooner or later....
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its only every other time I run the game too which sucks.
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I did see that, I have NO idea-- oh wait it's probably system run order race condition stuff. run the shader system after = whatever_the_interact_system_is_called
Closes #247