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- pub fn hide_non_current_scene_entities(
- current_scenes: ResMut<CurrentGameScenes>,
- mut q_scenes: Query<(Entity, &InGameScene, &mut Visibility)>
- ) {
- for (entity, in_scene, mut visibility) in q_scenes.iter_mut() {
- if current_scenes.0.contains(&in_scene.0) {
- continue;
- }
- info!("hid entity {}", entity);
- *visibility = Visibility::Hidden;
- }
- }
- pub fn show_current_scene_entities(
- current_scenes: ResMut<CurrentGameScenes>,
- mut q_scenes: Query<(Entity, &InGameScene, &mut Visibility), (With<Disabled>, With<DisabledByVisibility>)>
- ) {
- for (entity, in_scene, mut visibility) in q_scenes.iter_mut() {
- if !current_scenes.0.contains(&in_scene.0) {
- continue;
- }
- info!("unhid entity {}", entity);
- *visibility = Visibility::Inherited
- }
- }
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