# Objective - Fixes #14097 ## Solution - Switching the uses of `UiImage` in examples to `BackgroundColor` when needed
		
			
				
	
	
		
			253 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			253 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates the use of [`SubStates`] for more complex state handling patterns.
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//!
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//! [`SubStates`] are [`States`] that only exist while the App is in another [`State`]. They can
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//! be used to create more complex patterns while relying on simple enums, or to de-couple certain
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//! elements of complex state objects.
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//!
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//! In this case, we're transitioning from a `Menu` state to an `InGame` state, at which point we create
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//! a substate called `IsPaused` to track whether the game is paused or not.
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use bevy::{dev_tools::states::*, prelude::*};
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use ui::*;
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#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
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enum AppState {
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    #[default]
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    Menu,
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    InGame,
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}
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// In this case, instead of deriving `States`, we derive `SubStates`
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#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, SubStates)]
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// And we need to add an attribute to let us know what the source state is
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// and what value it needs to have. This will ensure that unless we're
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// in [`AppState::InGame`], the [`IsPaused`] state resource
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// will not exist.
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#[source(AppState = AppState::InGame)]
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enum IsPaused {
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    #[default]
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    Running,
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    Paused,
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}
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .init_state::<AppState>()
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        .add_sub_state::<IsPaused>() // We set the substate up here.
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        // Most of these remain the same
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        .add_systems(Startup, setup)
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        .add_systems(OnEnter(AppState::Menu), setup_menu)
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        .add_systems(Update, menu.run_if(in_state(AppState::Menu)))
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        .add_systems(OnExit(AppState::Menu), cleanup_menu)
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        .add_systems(OnEnter(AppState::InGame), setup_game)
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        .add_systems(OnEnter(IsPaused::Paused), setup_paused_screen)
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        .enable_state_scoped_entities::<IsPaused>()
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        .add_systems(
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            Update,
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            (
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                // Instead of relying on [`AppState::InGame`] here, we're relying on
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                // [`IsPaused::Running`], since we don't want movement or color changes
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                // if we're paused
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                (movement, change_color).run_if(in_state(IsPaused::Running)),
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                // The pause toggle, on the other hand, needs to work whether we're
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                // paused or not, so it uses [`AppState::InGame`] instead.
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                toggle_pause.run_if(in_state(AppState::InGame)),
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            ),
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        )
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        .add_systems(Update, log_transitions::<AppState>)
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        .run();
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}
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fn menu(
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    mut next_state: ResMut<NextState<AppState>>,
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    mut interaction_query: Query<
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        (&Interaction, &mut BackgroundColor),
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        (Changed<Interaction>, With<Button>),
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    >,
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) {
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    for (interaction, mut color) in &mut interaction_query {
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        match *interaction {
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            Interaction::Pressed => {
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                *color = PRESSED_BUTTON.into();
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                next_state.set(AppState::InGame);
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            }
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            Interaction::Hovered => {
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                *color = HOVERED_BUTTON.into();
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            }
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            Interaction::None => {
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                *color = NORMAL_BUTTON.into();
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            }
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        }
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    }
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}
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fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
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    commands.entity(menu_data.button_entity).despawn_recursive();
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}
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const SPEED: f32 = 100.0;
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fn movement(
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    time: Res<Time>,
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    input: Res<ButtonInput<KeyCode>>,
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    mut query: Query<&mut Transform, With<Sprite>>,
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) {
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    for mut transform in &mut query {
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        let mut direction = Vec3::ZERO;
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        if input.pressed(KeyCode::ArrowLeft) {
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            direction.x -= 1.0;
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        }
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        if input.pressed(KeyCode::ArrowRight) {
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            direction.x += 1.0;
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        }
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        if input.pressed(KeyCode::ArrowUp) {
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            direction.y += 1.0;
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        }
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        if input.pressed(KeyCode::ArrowDown) {
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            direction.y -= 1.0;
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        }
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        if direction != Vec3::ZERO {
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            transform.translation += direction.normalize() * SPEED * time.delta_seconds();
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        }
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    }
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}
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fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
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    for mut sprite in &mut query {
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        let new_color = LinearRgba {
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            blue: (time.elapsed_seconds() * 0.5).sin() + 2.0,
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            ..LinearRgba::from(sprite.color)
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        };
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        sprite.color = new_color.into();
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    }
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}
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fn toggle_pause(
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    input: Res<ButtonInput<KeyCode>>,
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    current_state: Res<State<IsPaused>>,
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    mut next_state: ResMut<NextState<IsPaused>>,
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) {
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    if input.just_pressed(KeyCode::Space) {
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        next_state.set(match current_state.get() {
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            IsPaused::Running => IsPaused::Paused,
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            IsPaused::Paused => IsPaused::Running,
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        });
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    }
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}
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mod ui {
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    use crate::*;
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    #[derive(Resource)]
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    pub struct MenuData {
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        pub button_entity: Entity,
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    }
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    pub const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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    pub const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
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    pub const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
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    pub fn setup(mut commands: Commands) {
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        commands.spawn(Camera2dBundle::default());
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    }
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    pub fn setup_menu(mut commands: Commands) {
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        let button_entity = commands
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            .spawn(NodeBundle {
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                style: Style {
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                    // center button
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                    width: Val::Percent(100.),
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                    height: Val::Percent(100.),
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                    justify_content: JustifyContent::Center,
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                    align_items: AlignItems::Center,
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                    ..default()
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                },
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                ..default()
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            })
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            .with_children(|parent| {
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                parent
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                    .spawn(ButtonBundle {
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                        style: Style {
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                            width: Val::Px(150.),
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                            height: Val::Px(65.),
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                            // horizontally center child text
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                            justify_content: JustifyContent::Center,
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                            // vertically center child text
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                            align_items: AlignItems::Center,
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                            ..default()
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                        },
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                        background_color: NORMAL_BUTTON.into(),
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                        ..default()
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                    })
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                    .with_children(|parent| {
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                        parent.spawn(TextBundle::from_section(
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                            "Play",
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                            TextStyle {
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                                font_size: 40.0,
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                                color: Color::srgb(0.9, 0.9, 0.9),
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                                ..default()
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                            },
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                        ));
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                    });
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            })
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            .id();
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        commands.insert_resource(MenuData { button_entity });
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    }
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    pub fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
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        commands.spawn(SpriteBundle {
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            texture: asset_server.load("branding/icon.png"),
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            ..default()
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        });
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    }
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    pub fn setup_paused_screen(mut commands: Commands) {
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        commands
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            .spawn((
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                StateScoped(IsPaused::Paused),
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                NodeBundle {
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                    style: Style {
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                        // center button
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                        width: Val::Percent(100.),
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                        height: Val::Percent(100.),
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                        justify_content: JustifyContent::Center,
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                        align_items: AlignItems::Center,
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                        flex_direction: FlexDirection::Column,
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                        row_gap: Val::Px(10.),
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                        ..default()
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                    },
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                    ..default()
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                },
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            ))
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            .with_children(|parent| {
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                parent
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                    .spawn(NodeBundle {
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                        style: Style {
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                            width: Val::Px(400.),
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                            height: Val::Px(400.),
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                            // horizontally center child text
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                            justify_content: JustifyContent::Center,
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                            // vertically center child text
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                            align_items: AlignItems::Center,
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                            ..default()
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                        },
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                        background_color: NORMAL_BUTTON.into(),
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                        ..default()
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                    })
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                    .with_children(|parent| {
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                        parent.spawn(TextBundle::from_section(
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                            "Paused",
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                            TextStyle {
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                                font_size: 40.0,
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                                color: Color::srgb(0.9, 0.9, 0.9),
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                                ..default()
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                            },
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                        ));
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                    });
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            });
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    }
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}
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