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}#[derive(Default)]struct GamepadLobby {gamepads: HashSet<Gamepad>,}fn connection_system(mut lobby: ResMut<GamepadLobby>,mut gamepad_event: EventReader<GamepadEvent>,) {for event in gamepad_event.iter() {match &event {GamepadEvent(gamepad, GamepadEventType::Connected) => {lobby.gamepads.insert(*gamepad);println!("{:?} Connected", gamepad);}GamepadEvent(gamepad, GamepadEventType::Disconnected) => {lobby.gamepads.remove(gamepad);println!("{:?} Disconnected", gamepad);}_ => (),}}
.add_startup_system(setup.system().label("main-setup")).add_startup_system(setup_physics.system().after("main-setup")).add_system(exit_on_esc_system.system()).add_system(apply_forces.system()).add_system(update_heat_color.system())
.add_startup_system(setup.label("main-setup")).add_startup_system(setup_physics.after("main-setup")).add_system(exit_on_esc_system).add_system(apply_forces).add_system(update_heat_color)
fn update_heat_color(mut colors: Query<(&Heat, &mut ShapeColors), (With<Player>, Changed<Heat>)>) {for (heat, mut colors) in colors.iter_mut() {// TODO: make it worklet percent = heat.amount;colors.main = Color::RED * percent + Color::MIDNIGHT_BLUE * (1. - percent);
fn update_heat_color(mut colors: Query<(&Heat, &mut DrawMode), (With<Player>, Changed<Heat>)>) {for (heat, draw_mode) in colors.iter_mut() {if let DrawMode::Fill(mut fill_mode) = *draw_mode {let percent = heat.amount;fill_mode.color = Color::RED * percent + Color::MIDNIGHT_BLUE * (1. - percent);}