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chore(): cargo fmt
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@ -8,7 +8,7 @@ use std::time::Duration;
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy_gltf_blueprints::{
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use bevy_gltf_blueprints::{
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BlueprintAnimationPlayerLink, BlueprintAnimations, BluePrintBundle, BlueprintName, GameWorldTag,
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BluePrintBundle, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, GameWorldTag,
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};
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};
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use super::{Fox, Robot};
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use super::{Fox, Robot};
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@ -90,7 +90,14 @@ pub fn spawn_test(
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// example of changing animation of entities based on proximity to the player, for "fox" entities (Tag component)
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// example of changing animation of entities based on proximity to the player, for "fox" entities (Tag component)
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pub fn animation_change_on_proximity_foxes(
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pub fn animation_change_on_proximity_foxes(
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players: Query<&GlobalTransform, With<Player>>,
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players: Query<&GlobalTransform, With<Player>>,
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animated_foxes: Query<(&GlobalTransform, &BlueprintAnimationPlayerLink, &BlueprintAnimations), With<Fox>>,
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animated_foxes: Query<
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(
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&GlobalTransform,
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&BlueprintAnimationPlayerLink,
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&BlueprintAnimations,
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),
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With<Fox>,
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>,
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mut animation_players: Query<&mut AnimationPlayer>,
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mut animation_players: Query<&mut AnimationPlayer>,
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) {
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) {
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@ -126,7 +133,14 @@ pub fn animation_change_on_proximity_foxes(
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// example of changing animation of entities based on proximity to the player, this time for the "robot" entities (Tag component)
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// example of changing animation of entities based on proximity to the player, this time for the "robot" entities (Tag component)
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pub fn animation_change_on_proximity_robots(
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pub fn animation_change_on_proximity_robots(
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players: Query<&GlobalTransform, With<Player>>,
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players: Query<&GlobalTransform, With<Player>>,
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animated_robots: Query<(&GlobalTransform, &BlueprintAnimationPlayerLink, &BlueprintAnimations), With<Robot>>,
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animated_robots: Query<
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(
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&GlobalTransform,
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&BlueprintAnimationPlayerLink,
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&BlueprintAnimations,
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),
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With<Robot>,
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>,
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mut animation_players: Query<&mut AnimationPlayer>,
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mut animation_players: Query<&mut AnimationPlayer>,
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) {
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) {
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@ -6,12 +6,12 @@ pub use in_game::*;
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use std::{collections::HashMap, fs, time::Duration};
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use std::{collections::HashMap, fs, time::Duration};
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use bevy_gltf_blueprints::{
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use bevy_gltf_blueprints::{
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BlueprintAnimationPlayerLink, BlueprintName, BlueprintsList,
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BlueprintAnimationPlayerLink, BlueprintName, BlueprintsList, GltfBlueprintsSet, SceneAnimations,
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GltfBlueprintsSet, SceneAnimations,
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};
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};
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use bevy::{
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use bevy::{
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prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, window::PrimaryWindow
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prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer,
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window::PrimaryWindow,
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};
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};
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use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
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use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
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@ -39,7 +39,8 @@ fn validate_export(
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blueprints_list: Query<(Entity, &BlueprintsList)>,
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blueprints_list: Query<(Entity, &BlueprintsList)>,
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root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>,
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root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>,
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) {
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) {
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let animations_found = !animation_player_links.is_empty() && scene_animations.into_iter().len() == 4;
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let animations_found =
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!animation_player_links.is_empty() && scene_animations.into_iter().len() == 4;
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let mut nested_blueprint_found = false;
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let mut nested_blueprint_found = false;
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for (entity, name, blueprint_name) in blueprints.iter() {
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for (entity, name, blueprint_name) in blueprints.iter() {
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