refactor: remove unused imports from multiple files

- Removed `std::time::Duration` import from `components.rs`, `resources.rs`, and `enemy.rs` as it was unnecessary.
- Cleaned up imports in `systems.rs` by removing `FormationState`.
This commit is contained in:
Harald Hoyer 2025-04-15 12:26:01 +02:00
parent 3c92823cb6
commit 4a64e12945
4 changed files with 5 additions and 12 deletions

View file

@ -1,5 +1,4 @@
use bevy::prelude::*; use bevy::prelude::*;
use std::time::Duration; // Needed for Timer in Player
// --- Components --- // --- Components ---
#[derive(Component)] #[derive(Component)]

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@ -2,16 +2,13 @@ use bevy::prelude::*;
use std::time::Duration; use std::time::Duration;
use crate::components::{Enemy, EnemyBullet, EnemyState, EnemyType, FormationTarget}; use crate::components::{Enemy, EnemyBullet, EnemyState, EnemyType, FormationTarget};
use crate::constants::{ // Added WINDOW_WIDTH use crate::constants::{ // Only keeping used constants
ENEMY_BULLET_PLAYER_COLLISION_THRESHOLD, ENEMY_BULLET_SIZE, ENEMY_BULLET_SPEED, ENEMY_BULLET_SIZE, ENEMY_SIZE, ENEMY_SPEED, WINDOW_HEIGHT, WINDOW_WIDTH,
ENEMY_SHOOT_INTERVAL, ENEMY_SIZE, ENEMY_SPEED, FORMATION_BASE_Y, FORMATION_COLS,
FORMATION_ENEMY_COUNT, FORMATION_X_SPACING, FORMATION_Y_SPACING, WINDOW_HEIGHT, WINDOW_WIDTH,
}; };
use crate::resources::{ use crate::resources::{
AttackDiveTimer, CurrentStage, EnemySpawnTimer, FormationState, PlayerLives, AttackDiveTimer, CurrentStage, EnemySpawnTimer, FormationState,
PlayerRespawnTimer, StageConfigurations, // Make sure StageConfigurations is imported if not already StageConfigurations,
}; };
use crate::game_state::AppState;
pub fn spawn_enemies( pub fn spawn_enemies(
mut commands: Commands, mut commands: Commands,
@ -278,8 +275,6 @@ pub fn trigger_attack_dives(
// Only proceed if the timer finished AND the formation is complete // Only proceed if the timer finished AND the formation is complete
if timer.timer.just_finished() && formation_state.formation_complete { if timer.timer.just_finished() && formation_state.formation_complete {
// Find all enemies currently in formation
let mut available_enemies: Vec<Entity> = Vec::new();
// Get the current stage config // Get the current stage config
let config_index = (stage.number as usize - 1) % stage_configs.stages.len(); let config_index = (stage.number as usize - 1) % stage_configs.stages.len();
let current_config = &stage_configs.stages[config_index]; let current_config = &stage_configs.stages[config_index];

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@ -1,5 +1,4 @@
use bevy::prelude::*; use bevy::prelude::*;
use std::time::Duration; // Needed for Timer
// --- Resources --- // --- Resources ---
#[derive(Resource)] #[derive(Resource)]

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@ -1,7 +1,7 @@
use bevy::prelude::*; use bevy::prelude::*;
use crate::components::{Invincible, Player}; use crate::components::{Invincible, Player};
use crate::resources::{CurrentStage, FormationState, PlayerLives, Score}; use crate::resources::{CurrentStage, PlayerLives, Score};
use crate::player::spawn_player_ship; // Import the helper function use crate::player::spawn_player_ship; // Import the helper function
// --- Setup --- // --- Setup ---