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https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 20:00:53 +00:00
feat():
* sucessfull experiment with ways to animate world level objects, using the same logic as the blueprint animations * made required changes
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0b64de79da
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@ -202,6 +202,7 @@ pub(crate) fn spawn_from_blueprints(
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Option<&Library>,
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Option<&Library>,
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Option<&AddToGameWorld>,
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Option<&AddToGameWorld>,
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Option<&Name>,
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Option<&Name>,
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Option<&Animations>
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),
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),
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(
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(
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With<BlueprintAssetsLoaded>,
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With<BlueprintAssetsLoaded>,
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@ -227,6 +228,7 @@ pub(crate) fn spawn_from_blueprints(
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library_override,
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library_override,
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add_to_world,
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add_to_world,
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name,
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name,
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animations,
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) in spawn_placeholders.iter()
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) in spawn_placeholders.iter()
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{
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{
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debug!(
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debug!(
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@ -279,13 +281,17 @@ pub(crate) fn spawn_from_blueprints(
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transform: transforms,
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transform: transforms,
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..Default::default()
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..Default::default()
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},
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},
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Animations {
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named_animations: gltf.named_animations.clone(),
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},
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Spawned,
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Spawned,
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OriginalChildren(original_children),
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OriginalChildren(original_children),
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));
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));
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// only insert the animations if they are not present already: TODO ideally we want to be merging animations, though it could lead to clashes
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if animations.is_none() {
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commands.entity(entity).insert(Animations {
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named_animations: gltf.named_animations.clone(),
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});
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}
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if add_to_world.is_some() {
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if add_to_world.is_some() {
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let world = game_world
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let world = game_world
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.get_single_mut()
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.get_single_mut()
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@ -2947,6 +2947,28 @@
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"type": "object",
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"type": "object",
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"typeInfo": "Struct"
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"typeInfo": "Struct"
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},
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},
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"bevy_example::game::Marker1": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"properties": {},
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"required": [],
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"short_name": "Marker1",
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"title": "bevy_example::game::Marker1",
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_example::game::Marker2": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"properties": {},
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"required": [],
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"short_name": "Marker2",
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"title": "bevy_example::game::Marker2",
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_example::test_components::AComponentWithAnExtremlyExageratedOrMaybeNotButCouldBeNameOrWut": {
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"bevy_example::test_components::AComponentWithAnExtremlyExageratedOrMaybeNotButCouldBeNameOrWut": {
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"additionalProperties": false,
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"additionalProperties": false,
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"isComponent": true,
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"isComponent": true,
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Binary file not shown.
@ -3,7 +3,7 @@ use std::{
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collections::HashMap, fs, time::Duration
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collections::HashMap, fs, time::Duration
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};
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};
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use bevy_gltf_blueprints::{Animated, AnimationPlayerLink, Animations, BlueprintName, BlueprintsList};
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use bevy_gltf_blueprints::{Animated, AnimationPlayerLink, Animations, BlueprintName, BlueprintsList, GltfBlueprintsSet};
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pub use in_game::*;
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pub use in_game::*;
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use bevy::{
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use bevy::{
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@ -138,22 +138,23 @@ fn setup_main_scene_animations(
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commands.insert_resource(AnimTest(asset_server.load("models/World.glb")));
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commands.insert_resource(AnimTest(asset_server.load("models/World.glb")));
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}
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}
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fn animations(
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foo:Query<(Entity, &Name, &AnimationPlayer),(Added<AnimationPlayer>)>,
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bla:Query<(Entity, &Name, &Animated),(Added<Animated>, Without<AnimationPlayerLink>)>,
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blurp: Res<AnimTest>,
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asset_server: Res<AssetServer>,
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fn animations(
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added_animation_players:Query<(Entity, &Name, &AnimationPlayer)>,
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mut addded_animateds:Query<(Entity, &Name, &Animated),(Added<Animated>, Without<AnimationPlayerLink>)>,
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animtest: Res<AnimTest>,
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mut commands: Commands,
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mut commands: Commands,
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assets_gltf: Res<Assets<Gltf>>,
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assets_gltf: Res<Assets<Gltf>>,
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parents: Query<&Parent>,
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names: Query<&Name>,
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) {
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) {
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for (entity, name, animated) in addded_animateds.iter() {
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for (entity, name, animated) in bla.iter() {
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// println!("animated stuf {:?} on entity {}", animated, name);
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// println!("animated stuf {:?} on entity {}", animated, name);
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let gltf = assets_gltf.get(&animtest.0).unwrap();
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let gltf = assets_gltf.get(&blurp.0).unwrap();
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let animations_list = animated;
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let animations_list = animated;
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let mut matching_data = true;
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let mut matching_data = true;
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@ -166,43 +167,135 @@ fn animations(
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if matching_data {
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if matching_data {
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println!("inserting Animations components into {} ({:?})", name, entity);
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println!("inserting Animations components into {} ({:?})", name, entity);
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println!("Found match {:?}", gltf.named_animations);
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println!("Found match {:?}", gltf.named_animations);
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commands.entity(entity).remove::<Animations>();
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// commands.entity(entity).remove::<Animations>();
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commands.entity(entity).insert((
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// FIXME: for some reason this does NOT overwrite the component ??
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commands.entity(entity).insert(
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Animations {
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Animations {
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named_animations: gltf.named_animations.clone()
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named_animations: gltf.named_animations.clone(),
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},
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);
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//animations.named_animations = gltf.named_animations.clone();
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for ancestor in parents.iter_ancestors(entity) {
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if added_animation_players.contains(ancestor) {
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println!("found match with animationPlayer !! {:?}",names.get(ancestor));
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commands.entity(entity).insert(AnimationPlayerLink(ancestor));
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}
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// info!("{:?} is an ancestor of {:?}", ancestor, player);
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}
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}
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}
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));
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}
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}
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}
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}
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/*for bla in foo.iter() {
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fn play_animations(
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let mut counter = 0;
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animated_marker1: Query<(&AnimationPlayerLink, &Animations), (With<Animated>, With<Marker1>)>,
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counter +=1;
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animated_marker2: Query<(&AnimationPlayerLink, &Animations), (With<Animated>, With<Marker2>)>,
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println!("found some animations {} {}", counter, bla.1);
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if bla.1.to_string() == "Collection".to_string(){
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mut animation_players: Query<&mut AnimationPlayer>,
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/*commands.insert_resource(Animations(vec![
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keycode: Res<ButtonInput<KeyCode>>,
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asset_server.load("models/World.glb#Animation0"),
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asset_server.load("models/World.glb#Animation1"),
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) {
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]));*/
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if keycode.just_pressed(KeyCode::KeyM) {
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/*commands.entity(bla.0).insert(Animations {
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for (link, animations) in animated_marker1.iter() {
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named_animations:
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println!("animations {:?}", animations.named_animations);
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})*/
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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let anim_name = "Blueprint1_move";
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animation_player
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.play_with_transition(
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animations
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.named_animations
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.get(anim_name)
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.expect("animation name should be in the list")
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.clone(),
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Duration::from_secs(5),
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)
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.repeat();
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}
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}
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}*/
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}
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}
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if keycode.just_pressed(KeyCode::KeyJ) {
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for (link, animations) in animated_marker1.iter() {
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println!("animations {:?}", animations.named_animations);
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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let anim_name = "Blueprint1_jump";
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animation_player
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.play_with_transition(
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animations
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.named_animations
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.get(anim_name)
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.expect("animation name should be in the list")
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.clone(),
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Duration::from_secs(5),
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)
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.repeat();
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}
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}
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if keycode.just_pressed(KeyCode::KeyA) {
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for (link, animations) in animated_marker2.iter() {
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println!("animations {:?}", animations.named_animations);
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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let anim_name = "Blueprint1_move";
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animation_player
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.play_with_transition(
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animations
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.named_animations
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.get(anim_name)
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.expect("animation name should be in the list")
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.clone(),
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Duration::from_secs(5),
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)
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.repeat();
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}
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}
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if keycode.just_pressed(KeyCode::KeyB) {
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for (link, animations) in animated_marker2.iter() {
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println!("animations {:?}", animations.named_animations);
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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let anim_name = "Blueprint1_jump";
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animation_player
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.play_with_transition(
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animations
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.named_animations
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.get(anim_name)
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.expect("animation name should be in the list")
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.clone(),
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Duration::from_secs(5),
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)
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.repeat();
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}
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}
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}
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// flag component for testing
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pub struct Marker1;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// flag component for testing
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pub struct Marker2;
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pub struct GamePlugin;
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pub struct GamePlugin;
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impl Plugin for GamePlugin {
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impl Plugin for GamePlugin {
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fn build(&self, app: &mut App) {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
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app.register_type::<Marker1>()
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.register_type::<Marker2>()
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.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
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.add_systems(Update, validate_export)
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.add_systems(Update, validate_export)
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.add_systems(OnEnter(AppState::MenuRunning), start_game)
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.add_systems(OnEnter(AppState::MenuRunning), start_game)
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.add_systems(OnEnter(AppState::AppRunning), setup_game)
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.add_systems(OnEnter(AppState::AppRunning), setup_game)
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.add_systems(OnEnter(AppState::MenuRunning), setup_main_scene_animations)
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.add_systems(OnEnter(AppState::MenuRunning), setup_main_scene_animations)
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.add_systems(Update, animations
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.add_systems(Update, animations.run_if(in_state(AppState::AppRunning)))
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.run_if(in_state(AppState::AppRunning))
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.after(GltfBlueprintsSet::AfterSpawn)
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)
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.add_systems(Update, play_animations)
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/* .add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
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/* .add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
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.add_systems(
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.add_systems(
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Update,
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Update,
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