gltf prefabs
This commit is contained in:
@@ -1,7 +1,10 @@
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use asset_loader::create_asset_loader;
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use bevy::{gltf::GltfMesh, prelude::*};
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use bevy::{
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gltf::{GltfMesh, GltfNode},
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prelude::*,
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};
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use serde::{Deserialize, Serialize};
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use shared::{identifiers::ResourceIdentifier, prefab_defination::*};
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use shared::{component_defination::ComponentDefination, identifiers::ResourceIdentifier, prefab_defination::*};
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use crate::{
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buildings::{
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@@ -29,7 +32,7 @@ pub struct BuildingAsset {
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pub health: u32,
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pub building_type: BuildingType,
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pub children: Option<Vec<PrefabDefination>>,
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pub components: Option<Vec<ComponentDefination>>,
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}
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impl BuildingAsset {
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@@ -40,31 +43,79 @@ impl BuildingAsset {
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gltf: &Gltf,
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commands: &mut Commands,
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meshes: &Assets<GltfMesh>,
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nodes: &Assets<GltfNode>,
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) -> Option<Entity> {
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let keys: Vec<_> = gltf.named_meshes.keys().collect();
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info!("{keys:#?}");
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let mesh_handle = &gltf.named_meshes[&self.base_mesh_path.clone().into_boxed_str()];
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let base_node = &gltf.named_nodes[&self.base_mesh_path.clone().into_boxed_str()];
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if let Some(node) = nodes.get(base_node.id()) {
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if let Some(mesh_handle) = &node.mesh {
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if let Some(gltf_mesh) = meshes.get(mesh_handle.id()) {
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let (mesh, mat) = gltf_mesh.unpack();
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let mut entity = commands.spawn((
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PbrBundle {
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mesh,
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material: mat,
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transform: Transform::from_translation(pos)
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.with_rotation(Quat::from_rotation_arc(Vec3::NEG_Z, Vec3::Y) * rot),
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transform: Transform::from_translation(pos).with_rotation(rot),
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..Default::default()
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},
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Building,
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));
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if let Some(children) = &self.children {
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entity.with_children(|b| {
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for child in children {
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child.spawn_recursive(gltf, b, meshes);
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for child in &node.children {
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self.process_node(child, meshes, b, &node.name);
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}
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});
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if let Some(component) = self.get_component_def(&format!("/{0}", &node.name)) {
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component.apply(&mut entity);
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}
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return Some(entity.id());
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}
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}
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}
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return None;
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}
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fn process_node(
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&self,
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node: &GltfNode,
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meshes: &Assets<GltfMesh>,
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commands: &mut ChildBuilder,
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parent: &String,
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) -> Option<Entity> {
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let path = format!("{0}/{1}", parent, node.name);
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if let Some(mesh) = &node.mesh {
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if let Some(gltf_mesh) = meshes.get(mesh.id()) {
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let (mesh, mat) = gltf_mesh.unpack();
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let mut entity = commands.spawn((
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PbrBundle {
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mesh,
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material: mat,
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transform: node.transform,
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..Default::default()
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},
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Building,
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));
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entity.with_children(|b| {
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for child in &node.children {
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self.process_node(child, meshes, b, &path);
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}
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});
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if let Some(component) = self.get_component_def(&path) {
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component.apply(&mut entity);
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}
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return Some(entity.id());
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}
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}
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return None;
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}
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fn get_component_def(&self, path: &String) -> Option<&ComponentDefination> {
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if let Some(components) = &self.components {
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for c in components {
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if c.path.eq(path) {
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return Some(c);
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}
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}
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}
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return None;
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}
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}
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@@ -1,6 +1,11 @@
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use std::f32::consts::E;
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use bevy::{ecs::world::CommandQueue, gltf::GltfMesh, prelude::*, window::PrimaryWindow};
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use bevy::{
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ecs::world::CommandQueue,
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gltf::{GltfMesh, GltfNode},
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prelude::*,
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window::PrimaryWindow,
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};
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use bevy_asset_loader::loading_state::{
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config::{ConfigureLoadingState, LoadingStateConfig},
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LoadingStateAppExt,
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@@ -123,6 +128,7 @@ fn process_build_queue(
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building_assets: Res<Assets<BuildingAsset>>,
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gltf_assets: Res<Assets<Gltf>>,
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gltf_meshes: Res<Assets<GltfMesh>>,
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gltf_nodes: Res<Assets<GltfNode>>,
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mut building_map: ResMut<BuildingMap>,
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heightmap: Res<Map>,
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) {
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@@ -132,7 +138,14 @@ fn process_build_queue(
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let h = heightmap.sample_height(&item.pos);
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println!("Spawning {} at {}", building.name, item.pos);
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if let Some(gltf) = gltf_assets.get(building.prefab.id()) {
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let e = building.spawn(item.pos.to_world(h), Quat::IDENTITY, gltf, &mut commands, &gltf_meshes);
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let e = building.spawn(
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item.pos.to_world(h),
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Quat::IDENTITY,
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gltf,
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&mut commands,
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&gltf_meshes,
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&gltf_nodes,
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);
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if let Some(b) = e {
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building_map.add_building(BuildingEntry::new(item.pos, b));
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}
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Submodule game/main/assets updated: 4f7ec753b1...bba1aa9629
@@ -15,6 +15,7 @@ use bevy_rapier3d::geometry::Collider;
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use bevy_rapier3d::plugin::{NoUserData, RapierPhysicsPlugin};
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use buildings::BuildingPugin;
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use iyes_perf_ui::prelude::*;
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use shared::animation_plugin::SimpleAnimationPlugin;
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use shared::sets::GameplaySet;
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use shared::states::{GameplayState, MenuState};
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use shared::{despawn::DespawnPuglin, states::AssetLoadState};
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@@ -38,6 +39,7 @@ impl Plugin for PhosGamePlugin {
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MapInitPlugin,
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RenderDistancePlugin,
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BuildingPugin,
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SimpleAnimationPlugin,
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// BuildUiPlugin,
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UnitsPlugin,
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DespawnPuglin,
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18
game/shared/src/animation_plugin.rs
Normal file
18
game/shared/src/animation_plugin.rs
Normal file
@@ -0,0 +1,18 @@
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use bevy::prelude::*;
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use crate::prefab_defination::RotationAnimation;
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pub struct SimpleAnimationPlugin;
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impl Plugin for SimpleAnimationPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, rotate);
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}
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}
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fn rotate(mut query: Query<(&mut Transform, &RotationAnimation)>, time: Res<Time>) {
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for (mut transform, rot) in query.iter_mut() {
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let cur_rot = transform.rotation;
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transform.rotation = cur_rot * Quat::from_axis_angle(rot.axis, rot.speed.to_radians() * time.elapsed_seconds());
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}
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}
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20
game/shared/src/component_defination.rs
Normal file
20
game/shared/src/component_defination.rs
Normal file
@@ -0,0 +1,20 @@
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use bevy::{
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ecs::system::EntityCommands, math::{Quat, Vec3}, prelude::*
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};
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use serde::{Deserialize, Serialize};
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use crate::prefab_defination::AnimationComponent;
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#[derive(Serialize, Deserialize, Debug)]
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pub struct ComponentDefination {
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pub path: String,
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pub animations: Vec<AnimationComponent>,
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}
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impl ComponentDefination {
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pub fn apply(&self, commands: &mut EntityCommands){
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for c in &self.animations {
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c.apply(commands);
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}
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}
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}
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@@ -10,6 +10,8 @@ pub mod sets;
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pub mod states;
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pub mod tags;
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pub mod prefab_defination;
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pub mod component_defination;
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pub mod animation_plugin;
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#[derive(Debug, Serialize, Deserialize)]
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pub enum Tier {
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@@ -1,4 +1,5 @@
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use bevy::{
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ecs::system::{EntityCommand, EntityCommands},
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gltf::{Gltf, GltfMesh},
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math::{Quat, Vec3},
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prelude::*,
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@@ -57,6 +58,23 @@ impl UnpackGltfMesh for GltfMesh {
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#[derive(Serialize, Deserialize, Debug)]
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pub enum AnimationComponent {
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Rotation,
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Rotation(RotationAnimation),
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Slider,
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}
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#[derive(Serialize, Deserialize, Debug, Component, Clone, Copy)]
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pub struct RotationAnimation {
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pub axis: Vec3,
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pub speed: f32,
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}
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impl AnimationComponent {
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pub fn apply(&self, commands: &mut EntityCommands) {
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match self {
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AnimationComponent::Rotation(comp) => {
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commands.insert(comp.clone());
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}
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AnimationComponent::Slider => todo!(),
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};
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}
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}
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