chore(): cargo fmt

This commit is contained in:
kaosat.dev 2024-04-15 23:02:09 +02:00
parent 742c5b19f0
commit 2d459abaf3
2 changed files with 22 additions and 7 deletions

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@ -8,7 +8,7 @@ use std::time::Duration;
use bevy::prelude::*; use bevy::prelude::*;
use bevy_gltf_blueprints::{ use bevy_gltf_blueprints::{
BlueprintAnimationPlayerLink, BlueprintAnimations, BluePrintBundle, BlueprintName, GameWorldTag, BluePrintBundle, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, GameWorldTag,
}; };
use super::{Fox, Robot}; use super::{Fox, Robot};
@ -90,7 +90,14 @@ pub fn spawn_test(
// example of changing animation of entities based on proximity to the player, for "fox" entities (Tag component) // example of changing animation of entities based on proximity to the player, for "fox" entities (Tag component)
pub fn animation_change_on_proximity_foxes( pub fn animation_change_on_proximity_foxes(
players: Query<&GlobalTransform, With<Player>>, players: Query<&GlobalTransform, With<Player>>,
animated_foxes: Query<(&GlobalTransform, &BlueprintAnimationPlayerLink, &BlueprintAnimations), With<Fox>>, animated_foxes: Query<
(
&GlobalTransform,
&BlueprintAnimationPlayerLink,
&BlueprintAnimations,
),
With<Fox>,
>,
mut animation_players: Query<&mut AnimationPlayer>, mut animation_players: Query<&mut AnimationPlayer>,
) { ) {
@ -126,7 +133,14 @@ pub fn animation_change_on_proximity_foxes(
// example of changing animation of entities based on proximity to the player, this time for the "robot" entities (Tag component) // example of changing animation of entities based on proximity to the player, this time for the "robot" entities (Tag component)
pub fn animation_change_on_proximity_robots( pub fn animation_change_on_proximity_robots(
players: Query<&GlobalTransform, With<Player>>, players: Query<&GlobalTransform, With<Player>>,
animated_robots: Query<(&GlobalTransform, &BlueprintAnimationPlayerLink, &BlueprintAnimations), With<Robot>>, animated_robots: Query<
(
&GlobalTransform,
&BlueprintAnimationPlayerLink,
&BlueprintAnimations,
),
With<Robot>,
>,
mut animation_players: Query<&mut AnimationPlayer>, mut animation_players: Query<&mut AnimationPlayer>,
) { ) {

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@ -6,12 +6,12 @@ pub use in_game::*;
use std::{collections::HashMap, fs, time::Duration}; use std::{collections::HashMap, fs, time::Duration};
use bevy_gltf_blueprints::{ use bevy_gltf_blueprints::{
BlueprintAnimationPlayerLink, BlueprintName, BlueprintsList, BlueprintAnimationPlayerLink, BlueprintName, BlueprintsList, GltfBlueprintsSet, SceneAnimations,
GltfBlueprintsSet, SceneAnimations,
}; };
use bevy::{ use bevy::{
prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, window::PrimaryWindow prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer,
window::PrimaryWindow,
}; };
use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState}; use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
@ -39,7 +39,8 @@ fn validate_export(
blueprints_list: Query<(Entity, &BlueprintsList)>, blueprints_list: Query<(Entity, &BlueprintsList)>,
root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>, root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>,
) { ) {
let animations_found = !animation_player_links.is_empty() && scene_animations.into_iter().len() == 4; let animations_found =
!animation_player_links.is_empty() && scene_animations.into_iter().len() == 4;
let mut nested_blueprint_found = false; let mut nested_blueprint_found = false;
for (entity, name, blueprint_name) in blueprints.iter() { for (entity, name, blueprint_name) in blueprints.iter() {