fix plugin shit

This commit is contained in:
LorrensP-2158466
2025-04-05 20:00:50 +02:00
parent a46f4849c6
commit 4dd5b14ea1
3 changed files with 11 additions and 14 deletions

View File

@@ -1,12 +1,11 @@
use asset_loading::ImageAssets; use asset_loading::ImageAssets;
use bevy::prelude::*; use bevy::prelude::*;
use physics_plugin::PhysicsPlugin;
mod asset_loading; mod asset_loading;
mod bevy_plugin; mod bevy_plugin;
mod level_instantiation; mod level_instantiation;
mod main_menu; mod main_menu;
mod physics_plugin; mod physics;
mod player; mod player;
fn main() { fn main() {
@@ -14,9 +13,9 @@ fn main() {
.add_plugins(( .add_plugins((
bevy_plugin::plugin, bevy_plugin::plugin,
asset_loading::plugin, asset_loading::plugin,
player::plugin, physics::plugin,
PhysicsPlugin,
level_instantiation::map_plugin, level_instantiation::map_plugin,
player::plugin,
main_menu::plugin, main_menu::plugin,
)) ))
.init_state::<GameState>() .init_state::<GameState>()

View File

@@ -20,12 +20,12 @@ pub struct PreviousPhysicalTranslation(pub Vec3);
#[derive(Debug, Component, Clone, Copy, PartialEq, Default, Deref, DerefMut)] #[derive(Debug, Component, Clone, Copy, PartialEq, Default, Deref, DerefMut)]
pub struct AccumulatedInput(pub Vec3); pub struct AccumulatedInput(pub Vec3);
pub struct PhysicsPlugin; pub fn plugin(app: &mut App) {
impl Plugin for PhysicsPlugin { app.add_systems(
fn build(&self, app: &mut App) { RunFixedMainLoop,
app.add_systems(RunFixedMainLoop, interpolate_rendered_transform.in_set(RunFixedMainLoopSystem::AfterFixedMainLoop)) interpolate_rendered_transform.in_set(RunFixedMainLoopSystem::AfterFixedMainLoop),
)
.add_systems(FixedUpdate, step); .add_systems(FixedUpdate, step);
}
} }
pub fn interpolate_rendered_transform( pub fn interpolate_rendered_transform(

View File

@@ -1,8 +1,6 @@
use crate::{ use crate::{
GameState, GameState,
physics_plugin::{ physics::{AccumulatedInput, PhysicalTranslation, PreviousPhysicalTranslation, Velocity},
AccumulatedInput, PhysicalTranslation, PreviousPhysicalTranslation, Velocity,
},
}; };
use bevy::{ use bevy::{
input::mouse::AccumulatedMouseMotion, pbr::NotShadowCaster, prelude::*, input::mouse::AccumulatedMouseMotion, pbr::NotShadowCaster, prelude::*,