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use specs::{prelude::*, System};
use crate::{
engine::components::UnitComponent,
floor::Floor,
unit::{Unit, UnitType},
};
pub struct UiSystem {
pub floor: Floor,
}
impl UiSystem {
pub fn new(floor: Floor) -> UiSystem {
UiSystem { floor }
}
}
impl<'a> System<'a> for UiSystem {
type SystemData = ReadStorage<'a, UnitComponent>;
fn run(&mut self, units: Self::SystemData) {
let mut unit_comps = (&units).join();
let mut units = Vec::new();
let warrior_comp = unit_comps
.find(|comp| comp.unit.unit_type == UnitType::Warrior)
.unwrap();
units.push(Unit::warrior(warrior_comp.unit.position));
for sludge_comp in unit_comps.filter(|comp| comp.unit.unit_type == UnitType::Sludge) {
units.push(Unit::sludge(sludge_comp.unit.position));
}
self.floor.units = units;
self.floor.draw();
}
}