doesn't work?

This commit is contained in:
griffi-gh 2023-03-08 22:53:30 +01:00
parent 3103b3647d
commit 02d3224740

View file

@ -47,7 +47,7 @@ use world::{
loading::update_loaded_world_around_player, loading::update_loaded_world_around_player,
raycast::update_raycasts, raycast::update_raycasts,
queue::apply_queued_blocks, queue::apply_queued_blocks,
tasks::inject_network_responses_into_manager_queue, ChunkStorage tasks::{inject_network_responses_into_manager_queue, ChunkTaskManager}, ChunkStorage
}; };
use player::{spawn_player, MainPlayer}; use player::{spawn_player, MainPlayer};
use prefabs::load_prefabs; use prefabs::load_prefabs;
@ -97,8 +97,6 @@ fn startup() -> Workload {
lock_cursor_now, lock_cursor_now,
init_input, init_input,
init_gui, init_gui,
insert_control_flow_unique, insert_control_flow_unique,
init_delta_time, init_delta_time,
).into_workload() ).into_workload()
@ -109,22 +107,22 @@ fn update() -> Workload {
update_cursor_lock_state, update_cursor_lock_state,
process_inputs, process_inputs,
( (
init_game_world.run_if_missing_unique::<ChunkStorage>(), init_game_world.run_if_missing_unique::<ChunkTaskManager>(),
spawn_player.run_if_storage_empty::<MainPlayer>(), spawn_player.run_if_storage_empty::<MainPlayer>(),
).into_workload().run_if(is_ingame_or_loading), ).into_sequential_workload().run_if(is_ingame_or_loading).tag("game_init"),
( (
update_networking, update_networking,
inject_network_responses_into_manager_queue, inject_network_responses_into_manager_queue.run_if(is_ingame_or_loading),
).into_sequential_workload().run_if(is_multiplayer), ).into_sequential_workload().run_if(is_multiplayer).tag("networking").after_all("game_init"),
( (
switch_to_loading_if_connected switch_to_loading_if_connected
).into_workload().run_if(is_connecting), ).into_workload().run_if(is_connecting).after_all("networking"),
( (
update_loading_screen, update_loading_screen,
).into_workload().run_if(is_loading), ).into_workload().run_if(is_loading).after_all("game_init"),
( (
update_loaded_world_around_player, update_loaded_world_around_player,
).into_workload().run_if(is_ingame_or_loading), ).into_workload().run_if(is_ingame_or_loading).after_all("game_init"),
( (
update_controllers, update_controllers,
generate_move_events, generate_move_events,