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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?
#[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
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();
Closes #247