this is a bit sad, but upstream legion's new lifetimes appear to be incompatible with our foreach approach
49 lines
1.5 KiB
Rust
49 lines
1.5 KiB
Rust
use bevy::prelude::*;
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fn main() {
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App::build()
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.add_default_plugins()
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.add_startup_system(setup.system())
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.add_system(placement_system.system())
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.add_plugin(DiagnosticsPlugin::default())
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.run();
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}
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fn placement_system(
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time: Res<Time>,
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materials: Res<Assets<ColorMaterial>>,
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world: &mut SubWorld,
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query: &mut Query<(Write<Node>, Read<Handle<ColorMaterial>>)>,
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) {
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for (mut node, material_handle) in query.iter_mut(world) {
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let material = materials.get(&material_handle).unwrap();
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if material.color.r > 0.2 {
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node.position += Vec2::new(0.1 * time.delta_seconds, 0.0);
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}
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}
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}
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fn setup(mut materials: ResMut<Assets<ColorMaterial>>, command_buffer: &mut CommandBuffer) {
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let mut builder = command_buffer.build();
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builder.entity_with(OrthographicCameraComponents::default());
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let mut prev = Vec2::default();
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let count = 1000;
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for i in 0..count {
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// 2d camera
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let cur = Vec2::new(1.0, 1.0) + prev;
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builder.entity_with(UiComponents {
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node: Node {
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position: Vec2::new(75.0, 75.0) + cur,
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anchors: Anchors::new(0.5, 0.5, 0.5, 0.5),
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margins: Margins::new(0.0, 100.0, 0.0, 100.0),
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..Default::default()
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},
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material: materials.add(Color::rgb(0.0 + i as f32 / count as f32, 0.1, 0.1).into()),
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..Default::default()
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});
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prev = cur;
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}
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}
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