Change morph_targets to use iter_instance_entities().
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fd8e98f986
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@ -7,7 +7,7 @@
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//! - How to read morph target names in [`name_morphs`].
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//! - How to read morph target names in [`name_morphs`].
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//! - How to play morph target animations in [`setup_animations`].
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//! - How to play morph target animations in [`setup_animations`].
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use bevy::prelude::*;
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use bevy::{prelude::*, scene::SceneInstance};
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use bevy_mod_outline::{
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use bevy_mod_outline::{
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AutoGenerateOutlineNormalsPlugin, OutlineBundle, OutlinePlugin, OutlineVolume,
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AutoGenerateOutlineNormalsPlugin, OutlineBundle, OutlinePlugin, OutlineVolume,
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};
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};
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@ -69,21 +69,26 @@ fn setup(asset_server: Res<AssetServer>, mut commands: Commands) {
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fn setup_outlines(
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fn setup_outlines(
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mut commands: Commands,
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mut commands: Commands,
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mut has_setup: Local<bool>,
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mut has_setup: Local<bool>,
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meshes: Query<Entity, With<Handle<Mesh>>>,
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scene_query: Query<&SceneInstance>,
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scene_manager: Res<SceneSpawner>,
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) {
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) {
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if *has_setup {
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if *has_setup {
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return;
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return;
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}
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}
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for entity in &meshes {
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if let Ok(scene) = scene_query.get_single() {
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commands.entity(entity).insert(OutlineBundle {
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if scene_manager.instance_is_ready(**scene) {
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outline: OutlineVolume {
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for entity in scene_manager.iter_instance_entities(**scene) {
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visible: true,
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commands.entity(entity).insert(OutlineBundle {
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width: 3.0,
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outline: OutlineVolume {
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colour: Color::RED,
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visible: true,
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},
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width: 3.0,
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..default()
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colour: Color::RED,
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});
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},
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*has_setup = true;
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..default()
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});
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*has_setup = true;
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}
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}
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}
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}
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}
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}
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