feat(gameplay): implement in-system onboarding with docked station view
Implement the final onboarding step where the player loads into their selected starting system docked at a station. New features: - Create in_system module for system-scale gameplay - Spawn player ship docked at highest-population station - Display station info panel with undock button - Position camera for cinematic docked view with orbit controls Implementation details: - in_system/mod.rs: Plugin setup with DockedState and ActiveSystem resources - in_system/scene.rs: System/POI spawning and player ship docked positioning - in_system/docked.rs: Docked state management and UndockEvent - in_system/ui.rs: Docked UI with station details and undock button - Reuse existing POI spawning patterns from galaxy/contents.rs - Select docking station by highest population (better for new players) Modified files: - Add in_system module exports to gameplay/mod.rs - Register InSystemPlugin in main.rs - Update orbit camera control for InGame state - Re-export GeneratedStation and STARTING_SHIPS for use by in_system The player now completes onboarding by loading into a system view with their ship docked at a station, ready for gameplay. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -16,7 +16,7 @@ mod ui;
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// exported so consumers can `use crate::gameplay::character_creation::Origin`
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// without us remembering to re-add the re-export the day they're needed.
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#[allow(unused_imports)]
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pub use params::{CharacterDraft, Origin, StartingShip};
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pub use params::{CharacterDraft, Origin, StartingShip, STARTING_SHIPS};
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use bevy::prelude::*;
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