Closed gamedevalice closed 3 months ago
Maybe we can tie the camera type to the cursor with an associated type like I do with interaction sources.
The solution for cursor currently in place is just something that "works", but is also a placeholder for deeper, more thought out system, so I can focus on more hot problems. This would be patching something that will be changed in the future. Im very busy as of now, but if someone made PR i would gladly merge it for the reasons stated above. Otherwise feel free to comment any cursor changes you have in mind, we have a lot of work to do on that one 💯, so we need to brainstorm ideas and solutions (like camera rotation and 3D in general)
From version 0.1.0
and forward multiple cameras are supported
Using multiple cameras is quite common, for example with a HUD or minimap. Currently, this line panics when multiple cameras exist: https://github.com/bytestring-net/bevy-lunex/blob/672d977d793bd215f46bcbc44a8277b3c413d81f/crates/bevy_lunex_ui/src/code/cursor.rs#L64
Perhaps tag the expected camera with a
LunexCamera
component and add that to the query. So instead of this query:you'd have this: