Scope GameObjects for automatic cleanup
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2 changed files with 4 additions and 1 deletions
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@ -1,9 +1,11 @@
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use avian2d::prelude::*;
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use avian2d::prelude::*;
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use bevy::prelude::*;
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use bevy::prelude::*;
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use crate::AppState;
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/// Basic implementation of a physics object
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/// Basic implementation of a physics object
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#[derive(Component, Default)]
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#[derive(Component, Default)]
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#[require(Collider, Mesh2d, MeshMaterial2d<ColorMaterial>, Restitution = Restitution::new(1.0), RigidBody, TransformInterpolation, Transform)]
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#[require(Collider, Mesh2d, MeshMaterial2d<ColorMaterial>, Restitution = Restitution::new(1.0), RigidBody, TransformInterpolation, Transform, StateScoped<AppState> = StateScoped(AppState::InGame))]
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struct GameObject;
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struct GameObject;
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/// Radius of a ball
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/// Radius of a ball
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@ -40,6 +40,7 @@ struct Source {
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}
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}
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#[derive(States, Default, Debug, Clone, PartialEq, Eq, Hash)]
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#[derive(States, Default, Debug, Clone, PartialEq, Eq, Hash)]
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#[states(scoped_entities)]
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enum AppState {
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enum AppState {
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#[default]
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#[default]
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Loading,
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Loading,
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