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is_changing_state
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@ -2,7 +2,7 @@ use shipyard::{UniqueView, UniqueViewMut, Workload, IntoWorkload, WorkloadModifi
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use glam::{Mat3, vec2};
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use crate::{
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world::ChunkStorage,
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state::{GameState, NextState},
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state::{GameState, NextState, is_changing_state},
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transform::Transform2d,
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gui::{
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GuiComponent,
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@ -72,13 +72,11 @@ fn switch_to_ingame_if_loaded(
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fn despawn_loading_screen_if_switching_state(
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mut storages: AllStoragesViewMut,
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) {
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let next = *storages.borrow::<UniqueView<NextState>>().unwrap();
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if let Some(state) = next.0 {
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if state != GameState::LoadingWorld {
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let progress_bar = storages.borrow::<UniqueView<ProgressbarId>>().unwrap().0;
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storages.delete_entity(progress_bar);
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storages.remove_unique::<ProgressbarId>().unwrap();
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}
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let state = storages.borrow::<UniqueView<NextState>>().unwrap().0.unwrap();
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if state != GameState::LoadingWorld {
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let progress_bar = storages.borrow::<UniqueView<ProgressbarId>>().unwrap().0;
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storages.delete_entity(progress_bar);
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storages.remove_unique::<ProgressbarId>().unwrap();
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}
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}
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@ -88,6 +86,6 @@ pub fn update_loading_screen() -> Workload {
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resize_progress_bar.into_workload().run_if(if_resized),
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update_progress_bar_progress,
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switch_to_ingame_if_loaded,
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despawn_loading_screen_if_switching_state,
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despawn_loading_screen_if_switching_state.into_workload().run_if(is_changing_state),
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).into_workload()
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}
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@ -29,6 +29,12 @@ pub fn update_state(
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*state = take(&mut next.0).unwrap_or(*state);
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}
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pub fn is_changing_state(
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state: UniqueView<NextState>
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) -> bool {
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state.0.is_some()
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}
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pub fn is_ingame(
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state: UniqueView<GameState>
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) -> bool {
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