WORKS!! FINALLY ANIMATION ON REPEAT
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@ -1,13 +0,0 @@
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use bevy::prelude::*;
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pub struct AnimationInstruction {
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pub keyframes: Vec<AnimationKeyFrame>
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}
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/// This represents a blender keyframe.
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/// In the system part every keyframe's transform will be lerped linearly with the time in between them.
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pub struct AnimationKeyFrame {
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pub transform: Option<Transform>,
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pub visibility: Option<Visibility>,
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pub time: f32,
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}
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@ -5,7 +5,7 @@ use bevy::prelude::*;
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use crate::{
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use crate::{
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comps::core::markers::{holdable::InPlayerHands, player::PlayerHand, firearm::MagazineData},
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comps::core::markers::{holdable::InPlayerHands, player::PlayerHand, firearm::MagazineData},
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constants::player_values::DEFAULT_PLAYER_FIREARM,
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constants::player_values::DEFAULT_PLAYER_FIREARM,
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utils,
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utils, setup::animations::FirearmAnimations,
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};
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};
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use super::player_firing::PlayerFiringInfo;
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use super::player_firing::PlayerFiringInfo;
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@ -45,7 +45,7 @@ pub fn spawn_firearm_on_player_hands(
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TimerMode::Once,
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TimerMode::Once,
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);
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);
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// Load animations
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// Load animations
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/*commands.insert_resource(FirearmAnimations { reload_magazine: asset_server.load(format!("{}#Animation0", DEFAULT_PLAYER_FIREARM.firearm_data().asset_path)),
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commands.insert_resource(FirearmAnimations { reload_magazine: asset_server.load(format!("{}#Animation0", DEFAULT_PLAYER_FIREARM.firearm_data().asset_path)),
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rock_charging_handle: asset_server.load(format!("{}#Animation1", DEFAULT_PLAYER_FIREARM.firearm_data().asset_path)) })*/
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rock_charging_handle: asset_server.load(format!("{}#Animation1", DEFAULT_PLAYER_FIREARM.firearm_data().asset_path)) })
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}
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}
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}
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}
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@ -1,3 +1,2 @@
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pub mod guns;
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pub mod guns;
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pub mod player;
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pub mod player;
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pub mod animations;
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@ -0,0 +1,12 @@
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use bevy::prelude::*;
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use crate::setup::animations::FirearmAnimations;
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pub fn setup_scene_once_loaded(
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animations: Res<FirearmAnimations>,
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mut players: Query<&mut AnimationPlayer, Added<AnimationPlayer>>,
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) {
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for mut player in &mut players {
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player.play(animations.reload_magazine.clone_weak()).repeat();
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}
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}
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@ -10,7 +10,7 @@ use crate::{
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},
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},
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hands::capture_hand_usage,
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hands::capture_hand_usage,
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player_vertical_sync::sync_player_y_state,
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player_vertical_sync::sync_player_y_state,
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spawn_player::spawn_player,
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spawn_player::spawn_player, camera_effects::setup_scene_once_loaded,
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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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@ -43,6 +43,6 @@ pub fn load_scene(application: &mut App) {
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application.add_systems(Update, capture_hand_usage);
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application.add_systems(Update, capture_hand_usage);
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application.add_systems(Startup, setup_lighting);
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application.add_systems(Startup, setup_lighting);
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//application.add_systems(Update, setup_scene_once_loaded);
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application.add_systems(Update, setup_scene_once_loaded);
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//application.add_systems(Update, play_animation);
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//application.add_systems(Update, play_animation);
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}
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}
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@ -1,7 +1,7 @@
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/*use bevy::prelude::*;
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use bevy::prelude::*;
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#[derive(Resource)]
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#[derive(Resource)]
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pub struct FirearmAnimations {
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pub struct FirearmAnimations {
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pub reload_magazine: Handle<AnimationClip>,
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pub reload_magazine: Handle<AnimationClip>,
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pub rock_charging_handle: Handle<AnimationClip>,
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pub rock_charging_handle: Handle<AnimationClip>,
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}*/
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}
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