mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-27 05:46:59 +00:00
Compare commits
No commits in common. "ce473a357e08332d9da5648e497f761c6fd2989f" and "0b64de79da443c9d8e6d4155b8aeea4e0f10d04f" have entirely different histories.
ce473a357e
...
0b64de79da
@ -4,7 +4,7 @@ use bevy::utils::HashMap;
|
|||||||
#[derive(Component, Reflect, Default, Debug)]
|
#[derive(Component, Reflect, Default, Debug)]
|
||||||
#[reflect(Component)]
|
#[reflect(Component)]
|
||||||
/// storage for animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
|
/// storage for animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
|
||||||
pub struct BlueprintAnimations {
|
pub struct Animations {
|
||||||
pub named_animations: HashMap<String, Handle<AnimationClip>>,
|
pub named_animations: HashMap<String, Handle<AnimationClip>>,
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -13,25 +13,10 @@ pub struct BlueprintAnimations {
|
|||||||
/// so that the root entity knows which of its children contains an actualy `AnimationPlayer` component
|
/// so that the root entity knows which of its children contains an actualy `AnimationPlayer` component
|
||||||
/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
|
/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
|
||||||
/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
|
/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
|
||||||
pub struct BlueprintAnimationPlayerLink(pub Entity);
|
pub struct AnimationPlayerLink(pub Entity);
|
||||||
|
|
||||||
#[derive(Component, Reflect, Default, Debug)]
|
#[derive(Component, Reflect, Default, Debug)]
|
||||||
#[reflect(Component)]
|
#[reflect(Component)]
|
||||||
pub struct Animated{
|
pub struct Animated{
|
||||||
pub animations: Vec<String>
|
pub animations: Vec<String>
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
#[derive(Component, Reflect, Default, Debug)]
|
|
||||||
#[reflect(Component)]
|
|
||||||
/// storage for animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
|
|
||||||
pub struct InstanceAnimations {
|
|
||||||
pub named_animations: HashMap<String, Handle<AnimationClip>>,
|
|
||||||
}
|
|
||||||
|
|
||||||
#[derive(Component, Debug)]
|
|
||||||
/// Stop gap helper component : this is inserted into a "root" entity (an entity representing a whole gltf file)
|
|
||||||
/// so that the root entity knows which of its children contains an actualy `AnimationPlayer` component
|
|
||||||
/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
|
|
||||||
/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
|
|
||||||
pub struct InstanceAnimationPlayerLink(pub Entity);
|
|
@ -119,11 +119,8 @@ impl Plugin for BlueprintsPlugin {
|
|||||||
.register_type::<BlueprintName>()
|
.register_type::<BlueprintName>()
|
||||||
.register_type::<MaterialInfo>()
|
.register_type::<MaterialInfo>()
|
||||||
.register_type::<SpawnHere>()
|
.register_type::<SpawnHere>()
|
||||||
|
.register_type::<Animations>()
|
||||||
.register_type::<BlueprintAnimations>()
|
|
||||||
.register_type::<InstanceAnimations>()
|
|
||||||
.register_type::<Animated>()
|
.register_type::<Animated>()
|
||||||
|
|
||||||
.register_type::<BlueprintsList>()
|
.register_type::<BlueprintsList>()
|
||||||
.register_type::<Vec<String>>()
|
.register_type::<Vec<String>>()
|
||||||
.register_type::<HashMap<String, Vec<String>>>()
|
.register_type::<HashMap<String, Vec<String>>>()
|
||||||
|
@ -2,7 +2,7 @@ use std::path::{Path, PathBuf};
|
|||||||
|
|
||||||
use bevy::{gltf::Gltf, prelude::*, utils::HashMap};
|
use bevy::{gltf::Gltf, prelude::*, utils::HashMap};
|
||||||
|
|
||||||
use crate::{BlueprintAnimations, BluePrintsConfig};
|
use crate::{Animations, BluePrintsConfig};
|
||||||
|
|
||||||
/// this is a flag component for our levels/game world
|
/// this is a flag component for our levels/game world
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
@ -279,11 +279,11 @@ pub(crate) fn spawn_from_blueprints(
|
|||||||
transform: transforms,
|
transform: transforms,
|
||||||
..Default::default()
|
..Default::default()
|
||||||
},
|
},
|
||||||
|
Animations {
|
||||||
|
named_animations: gltf.named_animations.clone(),
|
||||||
|
},
|
||||||
Spawned,
|
Spawned,
|
||||||
OriginalChildren(original_children),
|
OriginalChildren(original_children),
|
||||||
BlueprintAnimations { // these are animations specific to the inside of the blueprint
|
|
||||||
named_animations: gltf.named_animations.clone(),
|
|
||||||
}
|
|
||||||
));
|
));
|
||||||
|
|
||||||
if add_to_world.is_some() {
|
if add_to_world.is_some() {
|
||||||
|
@ -5,7 +5,7 @@ use bevy::prelude::*;
|
|||||||
use bevy::scene::SceneInstance;
|
use bevy::scene::SceneInstance;
|
||||||
// use bevy::utils::hashbrown::HashSet;
|
// use bevy::utils::hashbrown::HashSet;
|
||||||
|
|
||||||
use super::{BlueprintAnimationPlayerLink, BlueprintAnimations};
|
use super::{AnimationPlayerLink, Animations};
|
||||||
use super::{SpawnHere, Spawned};
|
use super::{SpawnHere, Spawned};
|
||||||
use crate::{
|
use crate::{
|
||||||
AssetsToLoad, BlueprintAssetsLoaded, CopyComponents, InBlueprint, NoInBlueprint,
|
AssetsToLoad, BlueprintAssetsLoaded, CopyComponents, InBlueprint, NoInBlueprint,
|
||||||
@ -24,7 +24,7 @@ pub(crate) fn spawned_blueprint_post_process(
|
|||||||
Entity,
|
Entity,
|
||||||
&Children,
|
&Children,
|
||||||
&OriginalChildren,
|
&OriginalChildren,
|
||||||
&BlueprintAnimations,
|
&Animations,
|
||||||
Option<&NoInBlueprint>,
|
Option<&NoInBlueprint>,
|
||||||
Option<&Name>,
|
Option<&Name>,
|
||||||
),
|
),
|
||||||
@ -85,7 +85,7 @@ pub(crate) fn spawned_blueprint_post_process(
|
|||||||
// FIXME: stopgap solution: since we cannot use an AnimationPlayer at the root entity level
|
// FIXME: stopgap solution: since we cannot use an AnimationPlayer at the root entity level
|
||||||
// and we cannot update animation clips so that the EntityPaths point to one level deeper,
|
// and we cannot update animation clips so that the EntityPaths point to one level deeper,
|
||||||
// BUT we still want to have some marker/control at the root entity level, we add this
|
// BUT we still want to have some marker/control at the root entity level, we add this
|
||||||
commands.entity(original).insert(BlueprintAnimationPlayerLink(added));
|
commands.entity(original).insert(AnimationPlayerLink(added));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -2947,39 +2947,6 @@
|
|||||||
"type": "object",
|
"type": "object",
|
||||||
"typeInfo": "Struct"
|
"typeInfo": "Struct"
|
||||||
},
|
},
|
||||||
"bevy_example::game::Marker1": {
|
|
||||||
"additionalProperties": false,
|
|
||||||
"isComponent": true,
|
|
||||||
"isResource": false,
|
|
||||||
"properties": {},
|
|
||||||
"required": [],
|
|
||||||
"short_name": "Marker1",
|
|
||||||
"title": "bevy_example::game::Marker1",
|
|
||||||
"type": "object",
|
|
||||||
"typeInfo": "Struct"
|
|
||||||
},
|
|
||||||
"bevy_example::game::Marker2": {
|
|
||||||
"additionalProperties": false,
|
|
||||||
"isComponent": true,
|
|
||||||
"isResource": false,
|
|
||||||
"properties": {},
|
|
||||||
"required": [],
|
|
||||||
"short_name": "Marker2",
|
|
||||||
"title": "bevy_example::game::Marker2",
|
|
||||||
"type": "object",
|
|
||||||
"typeInfo": "Struct"
|
|
||||||
},
|
|
||||||
"bevy_example::game::Marker3": {
|
|
||||||
"additionalProperties": false,
|
|
||||||
"isComponent": true,
|
|
||||||
"isResource": false,
|
|
||||||
"properties": {},
|
|
||||||
"required": [],
|
|
||||||
"short_name": "Marker3",
|
|
||||||
"title": "bevy_example::game::Marker3",
|
|
||||||
"type": "object",
|
|
||||||
"typeInfo": "Struct"
|
|
||||||
},
|
|
||||||
"bevy_example::test_components::AComponentWithAnExtremlyExageratedOrMaybeNotButCouldBeNameOrWut": {
|
"bevy_example::test_components::AComponentWithAnExtremlyExageratedOrMaybeNotButCouldBeNameOrWut": {
|
||||||
"additionalProperties": false,
|
"additionalProperties": false,
|
||||||
"isComponent": true,
|
"isComponent": true,
|
||||||
@ -3568,7 +3535,7 @@
|
|||||||
"type": "object",
|
"type": "object",
|
||||||
"typeInfo": "Struct"
|
"typeInfo": "Struct"
|
||||||
},
|
},
|
||||||
"bevy_gltf_blueprints::animation::BlueprintAnimations": {
|
"bevy_gltf_blueprints::animation::Animations": {
|
||||||
"additionalProperties": false,
|
"additionalProperties": false,
|
||||||
"isComponent": true,
|
"isComponent": true,
|
||||||
"isResource": false,
|
"isResource": false,
|
||||||
@ -3582,27 +3549,8 @@
|
|||||||
"required": [
|
"required": [
|
||||||
"named_animations"
|
"named_animations"
|
||||||
],
|
],
|
||||||
"short_name": "BlueprintAnimations",
|
"short_name": "Animations",
|
||||||
"title": "bevy_gltf_blueprints::animation::BlueprintAnimations",
|
"title": "bevy_gltf_blueprints::animation::Animations",
|
||||||
"type": "object",
|
|
||||||
"typeInfo": "Struct"
|
|
||||||
},
|
|
||||||
"bevy_gltf_blueprints::animation::InstanceAnimations": {
|
|
||||||
"additionalProperties": false,
|
|
||||||
"isComponent": true,
|
|
||||||
"isResource": false,
|
|
||||||
"properties": {
|
|
||||||
"named_animations": {
|
|
||||||
"type": {
|
|
||||||
"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<alloc::string::String, bevy_asset::handle::Handle<bevy_animation::AnimationClip>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"required": [
|
|
||||||
"named_animations"
|
|
||||||
],
|
|
||||||
"short_name": "InstanceAnimations",
|
|
||||||
"title": "bevy_gltf_blueprints::animation::InstanceAnimations",
|
|
||||||
"type": "object",
|
"type": "object",
|
||||||
"typeInfo": "Struct"
|
"typeInfo": "Struct"
|
||||||
},
|
},
|
||||||
|
Binary file not shown.
@ -3,7 +3,7 @@ use std::{
|
|||||||
collections::HashMap, fs, time::Duration
|
collections::HashMap, fs, time::Duration
|
||||||
};
|
};
|
||||||
|
|
||||||
use bevy_gltf_blueprints::{Animated, BlueprintAnimationPlayerLink, BlueprintAnimations, InstanceAnimationPlayerLink, InstanceAnimations, BlueprintName, BlueprintsList, GltfBlueprintsSet};
|
use bevy_gltf_blueprints::{Animated, AnimationPlayerLink, Animations, BlueprintName, BlueprintsList};
|
||||||
pub use in_game::*;
|
pub use in_game::*;
|
||||||
|
|
||||||
use bevy::{
|
use bevy::{
|
||||||
@ -29,7 +29,7 @@ fn validate_export(
|
|||||||
children: Query<&Children>,
|
children: Query<&Children>,
|
||||||
names: Query<&Name>,
|
names: Query<&Name>,
|
||||||
blueprints: Query<(Entity, &Name, &BlueprintName)>,
|
blueprints: Query<(Entity, &Name, &BlueprintName)>,
|
||||||
animation_player_links: Query<(Entity, &BlueprintAnimationPlayerLink)>,
|
animation_player_links: Query<(Entity, &AnimationPlayerLink)>,
|
||||||
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
|
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
|
||||||
|
|
||||||
blueprints_list: Query<(Entity, &BlueprintsList)>,
|
blueprints_list: Query<(Entity, &BlueprintsList)>,
|
||||||
@ -138,23 +138,22 @@ fn setup_main_scene_animations(
|
|||||||
|
|
||||||
commands.insert_resource(AnimTest(asset_server.load("models/World.glb")));
|
commands.insert_resource(AnimTest(asset_server.load("models/World.glb")));
|
||||||
}
|
}
|
||||||
|
|
||||||
fn animations(
|
fn animations(
|
||||||
added_animation_players:Query<(Entity, &Name, &AnimationPlayer)>,
|
foo:Query<(Entity, &Name, &AnimationPlayer),(Added<AnimationPlayer>)>,
|
||||||
addded_animateds:Query<(Entity, &Name, &Animated),(Added<Animated>)>,
|
bla:Query<(Entity, &Name, &Animated),(Added<Animated>, Without<AnimationPlayerLink>)>,
|
||||||
|
blurp: Res<AnimTest>,
|
||||||
animtest: Res<AnimTest>,
|
|
||||||
|
|
||||||
|
asset_server: Res<AssetServer>,
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
assets_gltf: Res<Assets<Gltf>>,
|
assets_gltf: Res<Assets<Gltf>>,
|
||||||
|
|
||||||
parents: Query<&Parent>,
|
|
||||||
names: Query<&Name>,
|
|
||||||
|
|
||||||
) {
|
) {
|
||||||
for (entity, name, animated) in addded_animateds.iter() {
|
|
||||||
|
|
||||||
|
for (entity, name, animated) in bla.iter() {
|
||||||
// println!("animated stuf {:?} on entity {}", animated, name);
|
// println!("animated stuf {:?} on entity {}", animated, name);
|
||||||
let gltf = assets_gltf.get(&animtest.0).unwrap();
|
|
||||||
|
let gltf = assets_gltf.get(&blurp.0).unwrap();
|
||||||
|
|
||||||
let animations_list = animated;
|
let animations_list = animated;
|
||||||
let mut matching_data = true;
|
let mut matching_data = true;
|
||||||
@ -167,180 +166,43 @@ fn animations(
|
|||||||
if matching_data {
|
if matching_data {
|
||||||
println!("inserting Animations components into {} ({:?})", name, entity);
|
println!("inserting Animations components into {} ({:?})", name, entity);
|
||||||
println!("Found match {:?}", gltf.named_animations);
|
println!("Found match {:?}", gltf.named_animations);
|
||||||
// commands.entity(entity).remove::<Animations>();
|
commands.entity(entity).remove::<Animations>();
|
||||||
// FIXME: for some reason this does NOT overwrite the component ??
|
commands.entity(entity).insert((
|
||||||
|
Animations {
|
||||||
commands.entity(entity).insert(
|
named_animations: gltf.named_animations.clone()
|
||||||
InstanceAnimations {
|
|
||||||
named_animations: gltf.named_animations.clone(),
|
|
||||||
},
|
|
||||||
);
|
|
||||||
|
|
||||||
|
|
||||||
//animations.named_animations = gltf.named_animations.clone();
|
|
||||||
|
|
||||||
|
|
||||||
for ancestor in parents.iter_ancestors(entity) {
|
|
||||||
if added_animation_players.contains(ancestor) {
|
|
||||||
println!("found match with animationPlayer !! {:?}",names.get(ancestor));
|
|
||||||
commands.entity(entity).insert(InstanceAnimationPlayerLink(ancestor));
|
|
||||||
}
|
}
|
||||||
// info!("{:?} is an ancestor of {:?}", ancestor, player);
|
));
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/*for bla in foo.iter() {
|
||||||
|
let mut counter = 0;
|
||||||
|
counter +=1;
|
||||||
|
println!("found some animations {} {}", counter, bla.1);
|
||||||
|
|
||||||
|
if bla.1.to_string() == "Collection".to_string(){
|
||||||
|
/*commands.insert_resource(Animations(vec![
|
||||||
|
asset_server.load("models/World.glb#Animation0"),
|
||||||
|
asset_server.load("models/World.glb#Animation1"),
|
||||||
|
]));*/
|
||||||
|
/*commands.entity(bla.0).insert(Animations {
|
||||||
|
named_animations:
|
||||||
|
})*/
|
||||||
|
}
|
||||||
|
}*/
|
||||||
}
|
}
|
||||||
|
|
||||||
fn play_animations(
|
|
||||||
animated_marker1: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations), (With<Animated>, With<Marker1>)>,
|
|
||||||
animated_marker2: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations), (With<Animated>, With<Marker2>)>,
|
|
||||||
animated_marker3: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations, &BlueprintAnimationPlayerLink, &BlueprintAnimations), (With<Animated>, With<Marker3>)>,
|
|
||||||
|
|
||||||
mut animation_players: Query<&mut AnimationPlayer>,
|
|
||||||
keycode: Res<ButtonInput<KeyCode>>,
|
|
||||||
|
|
||||||
) {
|
|
||||||
if keycode.just_pressed(KeyCode::KeyM) {
|
|
||||||
for (link, animations) in animated_marker1.iter() {
|
|
||||||
println!("animations {:?}", animations.named_animations);
|
|
||||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
|
||||||
let anim_name = "Blueprint1_move";
|
|
||||||
animation_player
|
|
||||||
.play_with_transition(
|
|
||||||
animations
|
|
||||||
.named_animations
|
|
||||||
.get(anim_name)
|
|
||||||
.expect("animation name should be in the list")
|
|
||||||
.clone(),
|
|
||||||
Duration::from_secs(5),
|
|
||||||
)
|
|
||||||
.repeat();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if keycode.just_pressed(KeyCode::KeyJ) {
|
|
||||||
for (link, animations) in animated_marker1.iter() {
|
|
||||||
println!("animations {:?}", animations.named_animations);
|
|
||||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
|
||||||
let anim_name = "Blueprint1_jump";
|
|
||||||
animation_player
|
|
||||||
.play_with_transition(
|
|
||||||
animations
|
|
||||||
.named_animations
|
|
||||||
.get(anim_name)
|
|
||||||
.expect("animation name should be in the list")
|
|
||||||
.clone(),
|
|
||||||
Duration::from_secs(5),
|
|
||||||
)
|
|
||||||
.repeat();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if keycode.just_pressed(KeyCode::KeyA) {
|
|
||||||
for (link, animations) in animated_marker2.iter() {
|
|
||||||
println!("animations {:?}", animations.named_animations);
|
|
||||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
|
||||||
let anim_name = "Blueprint1_move";
|
|
||||||
animation_player
|
|
||||||
.play_with_transition(
|
|
||||||
animations
|
|
||||||
.named_animations
|
|
||||||
.get(anim_name)
|
|
||||||
.expect("animation name should be in the list")
|
|
||||||
.clone(),
|
|
||||||
Duration::from_secs(5),
|
|
||||||
)
|
|
||||||
.repeat();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if keycode.just_pressed(KeyCode::KeyB) {
|
|
||||||
for (link, animations) in animated_marker2.iter() {
|
|
||||||
println!("animations {:?}", animations.named_animations);
|
|
||||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
|
||||||
let anim_name = "Blueprint1_jump";
|
|
||||||
animation_player
|
|
||||||
.play_with_transition(
|
|
||||||
animations
|
|
||||||
.named_animations
|
|
||||||
.get(anim_name)
|
|
||||||
.expect("animation name should be in the list")
|
|
||||||
.clone(),
|
|
||||||
Duration::from_secs(5),
|
|
||||||
)
|
|
||||||
.repeat();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// play instance animation
|
|
||||||
if keycode.just_pressed(KeyCode::KeyW) {
|
|
||||||
for (link, animations, _, _) in animated_marker3.iter() {
|
|
||||||
println!("animations {:?}", animations.named_animations);
|
|
||||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
|
||||||
let anim_name = "Blueprint8_move";
|
|
||||||
animation_player
|
|
||||||
.play_with_transition(
|
|
||||||
animations
|
|
||||||
.named_animations
|
|
||||||
.get(anim_name)
|
|
||||||
.expect("animation name should be in the list")
|
|
||||||
.clone(),
|
|
||||||
Duration::from_secs(5),
|
|
||||||
)
|
|
||||||
.repeat();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// play blueprint animation
|
|
||||||
if keycode.just_pressed(KeyCode::KeyX) {
|
|
||||||
for (_, _, link, animations) in animated_marker3.iter() {
|
|
||||||
println!("animations {:?}", animations.named_animations);
|
|
||||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
|
||||||
let anim_name = "Walk";
|
|
||||||
animation_player
|
|
||||||
.play_with_transition(
|
|
||||||
animations
|
|
||||||
.named_animations
|
|
||||||
.get(anim_name)
|
|
||||||
.expect("animation name should be in the list")
|
|
||||||
.clone(),
|
|
||||||
Duration::from_secs(5),
|
|
||||||
)
|
|
||||||
.repeat();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#[derive(Component, Reflect, Default, Debug)]
|
|
||||||
#[reflect(Component)]
|
|
||||||
/// flag component for testing
|
|
||||||
pub struct Marker1;
|
|
||||||
|
|
||||||
#[derive(Component, Reflect, Default, Debug)]
|
|
||||||
#[reflect(Component)]
|
|
||||||
/// flag component for testing
|
|
||||||
pub struct Marker2;
|
|
||||||
|
|
||||||
#[derive(Component, Reflect, Default, Debug)]
|
|
||||||
#[reflect(Component)]
|
|
||||||
/// flag component for testing
|
|
||||||
pub struct Marker3;
|
|
||||||
|
|
||||||
pub struct GamePlugin;
|
pub struct GamePlugin;
|
||||||
impl Plugin for GamePlugin {
|
impl Plugin for GamePlugin {
|
||||||
fn build(&self, app: &mut App) {
|
fn build(&self, app: &mut App) {
|
||||||
app.register_type::<Marker1>()
|
app.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
|
||||||
.register_type::<Marker2>()
|
|
||||||
.register_type::<Marker3>()
|
|
||||||
|
|
||||||
.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
|
|
||||||
.add_systems(Update, validate_export)
|
.add_systems(Update, validate_export)
|
||||||
.add_systems(OnEnter(AppState::MenuRunning), start_game)
|
.add_systems(OnEnter(AppState::MenuRunning), start_game)
|
||||||
.add_systems(OnEnter(AppState::AppRunning), setup_game)
|
.add_systems(OnEnter(AppState::AppRunning), setup_game)
|
||||||
|
|
||||||
.add_systems(OnEnter(AppState::MenuRunning), setup_main_scene_animations)
|
.add_systems(OnEnter(AppState::MenuRunning), setup_main_scene_animations)
|
||||||
.add_systems(Update, animations
|
|
||||||
.run_if(in_state(AppState::AppRunning))
|
.add_systems(Update, animations.run_if(in_state(AppState::AppRunning)))
|
||||||
.after(GltfBlueprintsSet::AfterSpawn)
|
|
||||||
)
|
|
||||||
.add_systems(Update, play_animations)
|
|
||||||
/* .add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
|
/* .add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
|
||||||
.add_systems(
|
.add_systems(
|
||||||
Update,
|
Update,
|
||||||
|
Loading…
Reference in New Issue
Block a user