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-rw-r--r--examples/breakout/client.rs16
1 files changed, 8 insertions, 8 deletions
diff --git a/examples/breakout/client.rs b/examples/breakout/client.rs
index be4435a..e418757 100644
--- a/examples/breakout/client.rs
+++ b/examples/breakout/client.rs
@@ -4,8 +4,8 @@ use bevy::{
prelude::{
default, AssetServer, Audio, BuildChildren, Bundle, Button, ButtonBundle, Camera2dBundle,
Changed, Color, Commands, Component, DespawnRecursiveExt, Entity, EventReader, EventWriter,
- Input, KeyCode, Local, PlaybackSettings, Query, Res, ResMut, Resource, State, TextBundle,
- Transform, Vec2, Vec3, With, Without,
+ Input, KeyCode, Local, NextState, PlaybackSettings, Query, Res, ResMut, Resource,
+ TextBundle, Transform, Vec2, Vec3, With, Without,
},
sprite::{Sprite, SpriteBundle},
text::{Text, TextSection, TextStyle},
@@ -194,7 +194,7 @@ pub(crate) fn handle_server_messages(
mut client: ResMut<Client>,
mut client_data: ResMut<ClientData>,
mut entity_mapping: ResMut<NetworkMapping>,
- mut game_state: ResMut<State<GameState>>,
+ mut next_state: ResMut<NextState<GameState>>,
mut paddles: Query<&mut Transform, With<Paddle>>,
mut balls: Query<(&mut Transform, &mut Velocity, &mut Sprite), (With<Ball>, Without<Paddle>)>,
mut bricks: ResMut<BricksMapping>,
@@ -240,7 +240,7 @@ pub(crate) fn handle_server_messages(
rows,
columns,
} => spawn_bricks(&mut commands, &mut bricks, offset, rows, columns),
- ServerMessage::StartGame {} => game_state.set(GameState::Running).unwrap(),
+ ServerMessage::StartGame {} => next_state.set(GameState::Running),
ServerMessage::BrickDestroyed {
by_client_id,
brick_id,
@@ -324,7 +324,7 @@ pub(crate) fn update_scoreboard(
}
pub(crate) fn play_collision_sound(
- collision_events: EventReader<CollisionEvent>,
+ mut collision_events: EventReader<CollisionEvent>,
audio: Res<Audio>,
sound: Res<CollisionSound>,
) {
@@ -392,15 +392,15 @@ pub(crate) fn handle_menu_buttons(
(&Interaction, &mut BackgroundColor, &MenuItem),
(Changed<Interaction>, With<Button>),
>,
- mut game_state: ResMut<State<GameState>>,
+ mut next_state: ResMut<NextState<GameState>>,
) {
for (interaction, mut color, item) in &mut interaction_query {
match *interaction {
Interaction::Clicked => {
*color = PRESSED_BUTTON_COLOR.into();
match item {
- MenuItem::Host => game_state.set(GameState::HostingLobby).unwrap(),
- MenuItem::Join => game_state.set(GameState::JoiningLobby).unwrap(),
+ MenuItem::Host => next_state.set(GameState::HostingLobby),
+ MenuItem::Join => next_state.set(GameState::JoiningLobby),
}
}
Interaction::Hovered => {