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feat(blueprints): experimenting with the bevy side of things
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@ -120,6 +120,10 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<MaterialInfo>()
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.register_type::<MaterialInfo>()
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.register_type::<SpawnHere>()
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.register_type::<SpawnHere>()
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.register_type::<Animations>()
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.register_type::<Animations>()
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.register_type::<BlueprintsList>()
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.register_type::<Vec<String>>()
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.register_type::<HashMap<String,Vec<String>>>()
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.insert_resource(BluePrintsConfig {
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.insert_resource(BluePrintsConfig {
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format: self.format,
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format: self.format,
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library_folder: self.library_folder.clone(),
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library_folder: self.library_folder.clone(),
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@ -1,6 +1,6 @@
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use std::path::{Path, PathBuf};
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use std::path::{Path, PathBuf};
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use bevy::{gltf::Gltf, prelude::*};
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use bevy::{gltf::Gltf, prelude::*, utils::HashMap};
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use crate::{Animations, BluePrintsConfig};
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use crate::{Animations, BluePrintsConfig};
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@ -46,6 +46,11 @@ pub struct AddToGameWorld;
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/// helper component, just to transfer child data
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/// helper component, just to transfer child data
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pub(crate) struct OriginalChildren(pub Vec<Entity>);
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pub(crate) struct OriginalChildren(pub Vec<Entity>);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct BlueprintsList(pub HashMap<String,Vec<String>>);
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/// main spawning functions,
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/// main spawning functions,
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/// * also takes into account the already exisiting "override" components, ie "override components" > components from blueprint
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/// * also takes into account the already exisiting "override" components, ie "override components" > components from blueprint
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pub(crate) fn spawn_from_blueprints(
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pub(crate) fn spawn_from_blueprints(
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