fix: menu, character despawn

This commit is contained in:
Pascal Engélibert 2022-08-21 19:53:08 +02:00
commit a52a3b84c8
Signed by: tuxmain
GPG key ID: 3504BC6D362F7DCA
4 changed files with 44 additions and 25 deletions

View file

@ -1,7 +1,8 @@
#![allow(clippy::precedence)]
use crate::AppState;
use bevy::{
ecs::world::EntityMut,
input::{keyboard::KeyCode, Input},
prelude::{shape::Quad, *},
sprite::{MaterialMesh2dBundle, Mesh2dHandle},
@ -237,7 +238,7 @@ fn collision_event_system(
mut commands: Commands,
current_level: Res<CurrentLevel>,
mut collision_events: EventReader<CollisionEvent>,
mut character_query: Query<&CharacterId>,
character_query: Query<&CharacterId>,
mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
) {
if let Some(level_entity) = current_level.0 {
@ -253,6 +254,7 @@ fn collision_event_system(
if selected_character_id.0 == Some(*c2_id) {
selected_character_id.0 = Some(*c1_id);
}
commands.entity(*e2).despawn_recursive();
}
}
}