use bevy::ecs::{ bundle::Bundle, component::Component }; use bevy_ecs_ldtk::LdtkIntCell; use crate::components::{ sensorbundle::SensorBundle, swimming::Swimmable, climbing::Climbable }; #[derive(Copy, Clone, Eq, PartialEq, Debug, Default, Component)] pub struct Wall; #[derive(Clone, Debug, Default, Bundle, LdtkIntCell)] pub struct WallBundle { wall: Wall, } /// LdtkIntCell representing a ladder in the game world. #[derive(Clone, Default, Bundle, LdtkIntCell)] pub struct LadderBundle { #[from_int_grid_cell] pub sensor_bundle: SensorBundle, pub climbable: Climbable, } /// LdtkIntCell representing a water in the game world. #[derive(Clone, Default, Bundle, LdtkIntCell)] pub struct WaterBundle { #[from_int_grid_cell] pub sensor_bundle: SensorBundle, pub swimmable: Swimmable, }