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cb341
commented
Jan 25, 2025
| Update, | ||
| ( | ||
| player_systems::handle_controller_movement_system, | ||
| player_systems::handle_player_collider_events_system, |
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Seems contraversial at first:
Q: Why would you want to run the controller movement systems when the player is chatting?
A: What if the player jumped into the air and while in air opened up the chat? Without these systems, the player would fall through the ground.
cb341
commented
Jan 25, 2025
| mut next_state: ResMut<NextState<GameState>>, | ||
| key_input: Res<ButtonInput<KeyCode>>, | ||
| ) { | ||
| if key_input.just_pressed(KeyCode::Tab) { |
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I love how clean the state transitions are here 😍
cb341
commented
Jan 25, 2025
| chat_input_query.get_single_mut(), | ||
| ) { | ||
| info!("Handling unfocus state"); | ||
| container_classes.remove_class("focused"); |
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I am still unhappy with the classes, but what can I do 🤷♂️
cb341
commented
Jan 25, 2025
cb341
commented
Jan 25, 2025
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| #chat_message_input { | ||
| margin: 0px; | ||
| margin-top: 15px; |
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Unrelated change, but might aswell fix the margin..
cb341
commented
Jan 25, 2025
| ) { | ||
| let mut window = window_query.single_mut(); | ||
| if btn.just_pressed(MouseButton::Left) { | ||
| if btn.just_pressed(MouseButton::Left) && *current_state.get() != GameState::Debugging { |
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Could check for playing and chatting instead...
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In addition to the egui crate and the inspector crate, the entire state needs to be reworked because technical debt and problems:
I am so relieved that the chat system is no longer sketchy but looks like a genuinely robust solution with the state transitions 😄
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