mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-12-23 08:04:10 +00:00
chore(testing): experimenting with scene level animation handling
This commit is contained in:
parent
67588ba3a4
commit
0b64de79da
@ -3,11 +3,11 @@ use std::{
|
||||
collections::HashMap, fs, time::Duration
|
||||
};
|
||||
|
||||
use bevy_gltf_blueprints::{AnimationPlayerLink, Animations, BlueprintName, BlueprintsList};
|
||||
use bevy_gltf_blueprints::{Animated, AnimationPlayerLink, Animations, BlueprintName, BlueprintsList};
|
||||
pub use in_game::*;
|
||||
|
||||
use bevy::{
|
||||
ecs::query, prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, window::PrimaryWindow
|
||||
ecs::query, gltf::Gltf, prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, window::PrimaryWindow
|
||||
};
|
||||
use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
|
||||
|
||||
@ -118,17 +118,64 @@ fn exit_game(mut app_exit_events: ResMut<Events<bevy::app::AppExit>>) {
|
||||
app_exit_events.send(bevy::app::AppExit);
|
||||
}
|
||||
|
||||
/*
|
||||
#[derive(Resource)]
|
||||
struct Animations(Vec<Handle<AnimationClip>>);
|
||||
*/
|
||||
|
||||
fn animations(
|
||||
foo:Query<(Entity, &Name, &AnimationPlayer),(Added<AnimationPlayer>)>,
|
||||
#[derive(Resource)]
|
||||
struct MainAnimations(Vec<Handle<AnimationClip>>);
|
||||
|
||||
#[derive(Resource)]
|
||||
struct AnimTest(Handle<Gltf>);
|
||||
fn setup_main_scene_animations(
|
||||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for bla in foo.iter() {
|
||||
/*commands.insert_resource(MainAnimations(vec![
|
||||
asset_server.load("models/World.glb#Blueprint1_jump"),
|
||||
asset_server.load("models/World.glb#Blueprint1_move"),
|
||||
|
||||
// asset_server.load("models/library/Blueprint6_animated.glb#Run"),
|
||||
|
||||
]));*/
|
||||
|
||||
commands.insert_resource(AnimTest(asset_server.load("models/World.glb")));
|
||||
}
|
||||
fn animations(
|
||||
foo:Query<(Entity, &Name, &AnimationPlayer),(Added<AnimationPlayer>)>,
|
||||
bla:Query<(Entity, &Name, &Animated),(Added<Animated>, Without<AnimationPlayerLink>)>,
|
||||
blurp: Res<AnimTest>,
|
||||
|
||||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
assets_gltf: Res<Assets<Gltf>>,
|
||||
|
||||
) {
|
||||
|
||||
|
||||
for (entity, name, animated) in bla.iter() {
|
||||
// println!("animated stuf {:?} on entity {}", animated, name);
|
||||
|
||||
let gltf = assets_gltf.get(&blurp.0).unwrap();
|
||||
|
||||
let animations_list = animated;
|
||||
let mut matching_data = true;
|
||||
for animation_name in &animations_list.animations {
|
||||
if !gltf.named_animations.contains_key(animation_name){
|
||||
matching_data = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if matching_data {
|
||||
println!("inserting Animations components into {} ({:?})", name, entity);
|
||||
println!("Found match {:?}", gltf.named_animations);
|
||||
commands.entity(entity).remove::<Animations>();
|
||||
commands.entity(entity).insert((
|
||||
Animations {
|
||||
named_animations: gltf.named_animations.clone()
|
||||
}
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
/*for bla in foo.iter() {
|
||||
let mut counter = 0;
|
||||
counter +=1;
|
||||
println!("found some animations {} {}", counter, bla.1);
|
||||
@ -142,9 +189,7 @@ fn animations(
|
||||
named_animations:
|
||||
})*/
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
pub struct GamePlugin;
|
||||
@ -154,12 +199,15 @@ impl Plugin for GamePlugin {
|
||||
.add_systems(Update, validate_export)
|
||||
.add_systems(OnEnter(AppState::MenuRunning), start_game)
|
||||
.add_systems(OnEnter(AppState::AppRunning), setup_game)
|
||||
.add_systems(Update, animations)
|
||||
.add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
|
||||
|
||||
.add_systems(OnEnter(AppState::MenuRunning), setup_main_scene_animations)
|
||||
|
||||
.add_systems(Update, animations.run_if(in_state(AppState::AppRunning)))
|
||||
/* .add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
|
||||
.add_systems(
|
||||
Update,
|
||||
exit_game.run_if(on_timer(Duration::from_secs_f32(0.5))),
|
||||
) // shut down the app after this time
|
||||
) // shut down the app after this time*/
|
||||
;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user