chore(testing): experimenting with scene level animation handling

This commit is contained in:
kaosat.dev 2024-03-22 00:29:33 +01:00
parent 67588ba3a4
commit 0b64de79da

View File

@ -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*/
;
}
}