Remove in favor of stopping physics processing.

This commit is contained in:
Nolan Darilek 2021-06-28 12:26:30 -05:00
parent a5fdea3292
commit 0700c3d30c

View File

@ -210,7 +210,6 @@ pub struct NavigationConfig<S, A> {
pub backward_movement_factor: f32, pub backward_movement_factor: f32,
pub strafe_movement_factor: f32, pub strafe_movement_factor: f32,
pub sprint_movement_factor: f32, pub sprint_movement_factor: f32,
pub movement_states: Vec<S>,
pub movement_control_states: Vec<S>, pub movement_control_states: Vec<S>,
} }
@ -228,7 +227,6 @@ impl<S, A> Default for NavigationConfig<S, A> {
backward_movement_factor: 1., backward_movement_factor: 1.,
strafe_movement_factor: 1., strafe_movement_factor: 1.,
sprint_movement_factor: 3., sprint_movement_factor: 3.,
movement_states: vec![],
movement_control_states: vec![], movement_control_states: vec![],
} }
} }
@ -261,11 +259,6 @@ where
.register_type::<RotationSpeed>() .register_type::<RotationSpeed>()
.register_type::<Sprinting>() .register_type::<Sprinting>()
.add_system(speak_direction.system().chain(error_handler.system())); .add_system(speak_direction.system().chain(error_handler.system()));
if config.movement_states.is_empty() {
} else {
let states = config.movement_states;
for state in states {}
}
if config.movement_control_states.is_empty() { if config.movement_control_states.is_empty() {
app.add_system(movement_controls::<S, A>.system()); app.add_system(movement_controls::<S, A>.system());
} else { } else {