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chore(examples): cleanup
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@ -1,7 +1,11 @@
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use std::time::Duration;
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use bevy::prelude::*;
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use blenvy::{AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SpawnBlueprint};
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use blenvy::{
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AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintAnimationPlayerLink,
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BlueprintAnimations, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady,
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SpawnBlueprint,
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};
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use rand::Rng;
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mod component_examples;
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@ -22,31 +26,24 @@ pub struct Fox;
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/// Demo marker component
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pub struct Robot;
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(AssetPlugin::default()),
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// our custom plugins
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ComponentsExamplesPlugin, // Showcases different type of components /structs
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BlenvyPlugin::default()
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BlenvyPlugin::default(),
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))
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.register_type::<Player>()
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.register_type::<Fox>()
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.register_type::<Robot>()
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.add_systems(Startup, setup_game)
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.add_systems(Update,
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(animation_control,)
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)
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.add_systems(Update, (animation_control,))
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.run();
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}
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// this is how you setup & spawn a level from a blueprint
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fn setup_game(
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mut commands: Commands,
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) {
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fn setup_game(mut commands: Commands) {
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// here we actually spawn our game world/level
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commands.spawn((
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BlueprintInfo::from_path("levels/World.glb"), // all we need is a Blueprint info...
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@ -56,7 +53,6 @@ fn setup_game(
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));
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}
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//////////////////////////////////
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pub fn animation_control(
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@ -94,7 +90,7 @@ pub fn animation_control(
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if keycode.just_pressed(KeyCode::KeyW) {
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for (link, animations) in animated_foxes.iter() {
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let (mut animation_player, mut animation_transitions) =
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animation_players.get_mut(link.0).unwrap();
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animation_players.get_mut(link.0).unwrap();
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let anim_name = "Walk";
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animation_transitions
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@ -114,7 +110,7 @@ pub fn animation_control(
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if keycode.just_pressed(KeyCode::KeyX) {
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for (link, animations) in animated_foxes.iter() {
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let (mut animation_player, mut animation_transitions) =
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animation_players.get_mut(link.0).unwrap();
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animation_players.get_mut(link.0).unwrap();
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let anim_name = "Run";
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animation_transitions
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@ -134,7 +130,7 @@ pub fn animation_control(
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if keycode.just_pressed(KeyCode::KeyC) {
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for (link, animations) in animated_foxes.iter() {
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let (mut animation_player, mut animation_transitions) =
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animation_players.get_mut(link.0).unwrap();
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animation_players.get_mut(link.0).unwrap();
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let anim_name = "Survey";
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animation_transitions
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@ -1,5 +1,8 @@
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use bevy::prelude::*;
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use blenvy::{AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SpawnBlueprint};
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use blenvy::{
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AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance,
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GameWorldTag, HideUntilReady, SpawnBlueprint,
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};
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use rand::Rng;
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mod component_examples;
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@ -11,20 +14,15 @@ fn main() {
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DefaultPlugins.set(AssetPlugin::default()),
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// our custom plugins
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ComponentsExamplesPlugin, // Showcases different type of components /structs
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BlenvyPlugin::default()
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BlenvyPlugin::default(),
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))
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.add_systems(Startup, setup_game)
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.add_systems(Update, spawn_blueprint_instance)
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.run();
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}
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// this is how you setup & spawn a level from a blueprint
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fn setup_game(
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mut commands: Commands,
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) {
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fn setup_game(mut commands: Commands) {
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// here we spawn our game world/level, which is also a blueprint !
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commands.spawn((
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BlueprintInfo::from_path("levels/World.glb"), // all we need is a Blueprint info...
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@ -34,7 +32,6 @@ fn setup_game(
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));
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}
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// you can also spawn blueprint instances at runtime
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pub fn spawn_blueprint_instance(
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keycode: Res<ButtonInput<KeyCode>>,
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@ -67,10 +64,8 @@ pub fn spawn_blueprint_instance(
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HideUntilReady,
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AddToGameWorld,
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
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))
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.id();
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// commands.entity(world).add_child(new_entity);
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}
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}
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}
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@ -10,18 +10,13 @@ fn main() {
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DefaultPlugins.set(AssetPlugin::default()),
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// our custom plugins
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ComponentsExamplesPlugin, // Showcases different type of components /structs
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BlenvyPlugin::default()
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BlenvyPlugin::default(),
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))
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.add_systems(Startup, setup_game)
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.run();
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}
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fn setup_game(
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mut commands: Commands,
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) {
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fn setup_game(mut commands: Commands) {
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// here we actually spawn our game world/level
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commands.spawn((
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BlueprintInfo::from_path("levels/World.glb"), // all we need is a Blueprint info...
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@ -1,6 +1,6 @@
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use bevy::prelude::*;
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use blenvy::{BluePrintBundle, BlueprintName, GameWorldTag};
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use bevy_gltf_worlflow_examples_common_rapier::{assets::GameAssets, GameState, InAppRunning};
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use blenvy::{BluePrintBundle, BlueprintName, GameWorldTag};
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use bevy_rapier3d::prelude::Velocity;
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use rand::Rng;
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@ -1,9 +1,9 @@
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use bevy::{gltf::Gltf, prelude::*};
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use blenvy::GameWorldTag;
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use bevy_gltf_worlflow_examples_common_rapier::{
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assets::GameAssets, GameState, InAppRunning, Player,
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};
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use bevy_rapier3d::prelude::*;
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use blenvy::GameWorldTag;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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