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Update a couple of deprecated bits
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@ -514,11 +514,8 @@ pub(crate) fn blueprints_assets_loaded(
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//println!("ANIMATION INFOS: {:?}", animation_infos);
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//println!("ANIMATION INFOS: {:?}", animation_infos);
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commands.entity(entity).insert((
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commands.entity(entity).insert((
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SceneBundle {
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SceneRoot(scene.clone()),
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scene: SceneRoot(scene.clone()),
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transforms,
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transform: transforms,
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..Default::default()
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},
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OriginalChildren(original_children),
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OriginalChildren(original_children),
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BlueprintAnimations {
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BlueprintAnimations {
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// TODO: perhaps swap this out with InstanceAnimations depending on whether we are spawning a level or a simple blueprint
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// TODO: perhaps swap this out with InstanceAnimations depending on whether we are spawning a level or a simple blueprint
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@ -83,10 +83,7 @@ pub(crate) fn load_game(
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// let input = std::fs::read(&path)?;
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// let input = std::fs::read(&path)?;
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let _dynamic_data = commands
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let _dynamic_data = commands
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.spawn((
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.spawn((
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DynamicSceneBundle {
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DynamicSceneRoot(asset_server.load(load_request.path.clone())),
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scene: DynamicSceneRoot(asset_server.load(load_request.path.clone())),
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..default()
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},
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bevy::prelude::Name::from("World_dynamic"),
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bevy::prelude::Name::from("World_dynamic"),
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DynamicEntitiesRoot,
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DynamicEntitiesRoot,
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GameWorldTag,
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GameWorldTag,
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@ -86,7 +86,7 @@ pub(crate) fn save_game(world: &mut World) {
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let mut save_path: String = "".into();
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let mut save_path: String = "".into();
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let mut events = world.resource_mut::<Events<SavingRequest>>();
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let mut events = world.resource_mut::<Events<SavingRequest>>();
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for event in events.get_reader().read(&events) {
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for event in events.get_cursor().read(&events) {
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info!("SAVE EVENT !! {:?}", event);
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info!("SAVE EVENT !! {:?}", event);
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save_path.clone_from(&event.path);
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save_path.clone_from(&event.path);
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}
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}
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