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feat: Outlines #267

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feat: Outlines #267

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Lubba-64
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@Lubba-64 Lubba-64 commented Feb 14, 2025

Closes #247

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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.

@Lubba-64 Lubba-64 requested a review from jwright159 February 14, 2025 23:02
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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?

Comment on lines +70 to +78
#[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();

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Add bevy_edge_detection for stylization and also item outlines
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