pub mod abilities; pub mod ai; pub mod aim; pub mod animation; pub mod backpack; pub mod camera; pub mod cash; pub mod cash_heal; pub mod character; pub mod control; pub mod cutscene; pub mod gates; pub mod head; pub mod head_drop; pub mod heads; pub mod heads_database; pub mod hitpoints; pub mod keys; pub mod loading_assets; pub mod loading_map; pub mod movables; pub mod npc; pub mod physics_layers; pub mod platforms; pub mod player; pub mod protocol; pub mod steam; pub mod tb_entities; pub mod utils; pub mod water; use bevy::{core_pipeline::tonemapping::Tonemapping, prelude::*}; use utils::{billboards, squish_animation}; pub const HEDZ_GREEN: Srgba = Srgba::rgb(0.0, 1.0, 0.0); pub const HEDZ_PURPLE: Srgba = Srgba::rgb(91. / 256., 4. / 256., 138. / 256.); #[derive(Resource, Reflect, Debug)] #[reflect(Resource)] pub struct DebugVisuals { pub unlit: bool, pub tonemapping: Tonemapping, pub exposure: f32, pub shadows: bool, pub cam_follow: bool, } #[derive(States, Default, Clone, Copy, Eq, PartialEq, Debug, Hash)] pub enum GameState { #[default] AssetLoading, MapLoading, Connecting, Playing, }