fn can_load_maps(mut can_load: Local<bool>, mut state: ResMut<State<MapState>>) {
	if *can_load {
		state.set(MapState::LoadingMap).unwrap();
	}
	*can_load = true;
}
/// Ensures that the tilemaps has been fully generated before loading the saved maps
///
/// This works by waiting a frame so that bevy_ecs_tilemap can get caught up and the Commands can be flushed
Ensures that the tilemaps has been fully generated before loading the saved maps
This works by waiting a frame so that bevy_ecs_tilemap can get caught up and the Commands can be flushed
Ensures that the tilemaps has been fully generated before loading the saved maps This works by waiting a frame so that bevy_ecs_tilemap can get caught up and the Commands can be flushed
fn can_load_maps(mut can_load: Local<bool>, mut state: ResMut<State<MapState>>) {
	if *can_load {
		state.set(MapState::LoadingMap).unwrap();
	}
	*can_load = true;
}
fn can_load_maps ( mut can_load : Local < bool > , mut state : ResMut < State < MapState > > ) { if * can_load { state . set ( MapState :: LoadingMap ) . unwrap ( ) ; } * can_load = true ; }
Ensures that the tilemaps has been fully generated before loading the saved maps
This works by waiting a frame so that bevy_ecs_tilemap can get caught up and the Commands can be flushed
Ensures that the tilemaps has been fully generated before loading the saved maps This works by waiting a frame so that bevy_ecs_tilemap can get caught up and the Commands can be flushed
can_load
Local<bool>
state
ResMut<State<MapState>>
can_load
Local<bool>
state
ResMut<State<MapState>>