pickup shows in toolbar
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@@ -3,20 +3,20 @@ use bevy::{prelude::*, utils::HashMap};
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use crate::GameState;
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use bevy_asset_loader::prelude::*;
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// use bevy_egui::{EguiContexts, egui, egui::ProgressBar};
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// use bevy_kira_audio::AudioSource;
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use bevy_kira_audio::{AudioPlugin, AudioSource};
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// use iyes_progress::{ProgressCounter, ProgressPlugin};
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/// Loads resources and assets for the game.
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/// See assets/main.assets.ron for the actual paths used.
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pub(super) fn plugin(app: &mut App) {
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app.add_loading_state(
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app.add_plugins(AudioPlugin).add_loading_state(
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LoadingState::new(GameState::Loading)
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.continue_to_state(GameState::Menu)
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.with_dynamic_assets_file::<StandardDynamicAssetCollection>("main.assets.ron")
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.load_collection::<ImageAssets>()
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.load_collection::<FlashlightAssets>()
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.load_collection::<GltfAssets>(),
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// .load_collection::<AudioAssets>()
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.load_collection::<GltfAssets>()
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.load_collection::<AudioAssets>(),
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// .load_collection::<TextureAssets>()
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// .load_collection::<GrassAssets>()
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// .load_collection::<ConfigAssets>(),
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@@ -27,7 +27,10 @@ pub(super) fn plugin(app: &mut App) {
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// when done loading, they will be inserted as resources (see <https://github.com/NiklasEi/bevy_asset_loader>)
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#[derive(AssetCollection, Resource, Clone)]
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pub(crate) struct AudioAssets {}
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pub(crate) struct AudioAssets {
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#[asset(key = "flashlight_click")]
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pub(crate) flash_click: Handle<AudioSource>,
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}
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#[derive(AssetCollection, Resource, Clone)]
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pub(crate) struct GltfAssets {
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@@ -58,4 +61,6 @@ pub(crate) struct ImageAssets {
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pub(crate) struct FlashlightAssets {
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#[asset(key = "flash_hold_4")]
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pub(crate) flash_hold_4: Handle<Image>,
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#[asset(key = "flash_hold_4_pressed")]
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pub(crate) flash_hold_4_pressed: Handle<Image>,
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}
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