Cleanup
This commit is contained in:
@@ -7,15 +7,13 @@ use bevy_egui::{EguiContexts, egui};
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use crate::fighter::animation::FighterAnimationFrame;
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use crate::fighter::baked_animation::BakedFighterAnimations;
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use crate::fighter::ecb::FighterPreviousECB;
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use crate::fighter::manifest::{FighterManifest, FighterManifestRegistry};
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use crate::fighter::state::StateNameDebug;
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use crate::fighter::visual::FighterAnimations;
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use crate::fighter::{
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Fighter, FighterECB, FighterFacingDirection, FighterPreviousTranslation, FighterTranslation,
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FighterECB, FighterPreviousTranslation, FighterTranslation,
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FighterVelocity,
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};
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use crate::input::FighterInput;
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use crate::match_loading::MatchPlayer;
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pub fn debug_draw_ecb(
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ecbs: Query<(
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+1
-1
@@ -171,7 +171,7 @@ pub fn spawn_fighter(
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player_handle: usize,
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spawn_position: FGVec2,
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manifest: (Handle<FighterManifest>, &FighterManifest),
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attributes: FighterAttributes,
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_attributes: FighterAttributes,
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animations: FighterAnimations,
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visual_root: WorldAssetRoot,
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) {
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@@ -1,18 +1,14 @@
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use std::time::Duration;
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use bevy::prelude::*;
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use crate::{
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fighter::{
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animation::AnimKind,
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collision,
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state::{
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FighterState, FighterStateContext, FighterStateImpl, air, dash,
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FighterState, FighterStateContext, FighterStateImpl, air,
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fall::FallState,
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ground::{self, GroundedMotionResult, GroundedStateCommon},
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ground::GroundedStateCommon,
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land::LandingState,
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wait::WaitState,
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walk,
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},
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},
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input,
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@@ -1,5 +1,4 @@
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use std::hash::{Hash, Hasher};
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use std::time::Duration;
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use bevy::prelude::*;
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@@ -1,4 +1,3 @@
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use std::time::Duration;
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use bevy::prelude::*;
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@@ -1,4 +1,3 @@
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use std::time::Duration;
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use bevy::prelude::*;
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@@ -11,7 +10,6 @@ use crate::fighter::{
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self, GroundedMotionResult, GroundedStateCommon,
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grounded_movement_standstill_common_interrupts,
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},
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wait::WaitState,
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walk,
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},
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};
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@@ -11,7 +11,7 @@ use crate::fighter::ecb::FighterPreviousECB;
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use crate::fighter::manifest::FighterManifest;
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use crate::fighter::visual::FighterAnimations;
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use crate::fighter::{
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Fighter, FighterAttributes, FighterECB, FighterFacingDirection, FighterPreviousTranslation,
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Fighter, FighterECB, FighterFacingDirection, FighterPreviousTranslation,
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FighterTranslation, FighterVelocity,
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};
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use crate::game_settings::GameSettings;
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@@ -1,4 +1,3 @@
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use std::time::Duration;
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use bevy::prelude::*;
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@@ -1,10 +1,8 @@
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use super::{FighterStateContext, FighterStateImpl};
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use crate::fighter::animation::AnimKind;
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use crate::fighter::collision;
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use crate::fighter::state::fall::FallState;
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use crate::fighter::state::ground::{self, GroundedMotionResult, GroundedStateCommon};
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use crate::fighter::state::land::LandingState;
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use crate::fighter::state::{air, dash, jump, wait, walk, FighterState};
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use crate::fighter::state::{dash, jump, wait, walk, FighterState};
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#[derive(Debug, Clone, Hash)]
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pub struct TurnState {
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@@ -1,14 +1,12 @@
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use std::time::Duration;
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use bevy::prelude::*;
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use super::{FighterStateContext, FighterStateImpl, ground, walk};
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use super::{FighterStateContext, FighterStateImpl, ground};
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use crate::fighter::animation::AnimKind;
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use crate::fighter::state::fall::FallState;
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use crate::fighter::state::ground::{
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GroundedMotionResult, GroundedStateCommon, grounded_movement_common_interrupts,
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GroundedMotionResult, GroundedStateCommon,
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};
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use crate::fighter::state::{FighterState, dash, turn};
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use crate::fighter::state::FighterState;
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#[derive(Debug, Clone, Hash)]
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pub struct WaitState {
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@@ -1,4 +1,3 @@
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use std::time::Duration;
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use bevy::prelude::*;
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+2
-2
@@ -1,9 +1,9 @@
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use bevy_egui::{egui::Color32, prelude::*};
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use bevy_egui::prelude::*;
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use crate::input::FighterInput;
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use bevy::prelude::*;
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pub fn input_debug(mut contexts: EguiContexts, query: Query<(&FighterInput)>) -> Result {
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pub fn input_debug(mut contexts: EguiContexts, query: Query<&FighterInput>) -> Result {
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for (i, input) in query.iter().enumerate() {
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const STICK_SIZE: f32 = 50.0;
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const STICK_SIZE_FRACTION: f32 = 0.75;
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@@ -8,7 +8,7 @@ use crate::input::{BaseInputMap, FighterInputFrame, InputMapAction};
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use crate::math::int::FGi32;
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use crate::math::vec::FGVec2;
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pub fn sample_gamepad(pad: &Gamepad, input_map: &BaseInputMap, game_settings: &GameSettings) -> FighterInputFrame {
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pub fn sample_gamepad(pad: &Gamepad, input_map: &BaseInputMap, _game_settings: &GameSettings) -> FighterInputFrame {
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let mut input_frame = FighterInputFrame::default();
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let mut movement = Vec2::ZERO;
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+1
-1
@@ -28,7 +28,7 @@ use clap::Parser;
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use jackdaw_runtime::EditorCategory;
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use crate::{
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camera::MatchCameraPlugin, fighter::manifest::FighterManifest, game_settings::GameSettings, schedule::GameplaySchedulePlugin, stage::manifest::{StageManifest, StageManifestAssets},
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camera::MatchCameraPlugin, fighter::manifest::FighterManifest, game_settings::GameSettings, schedule::GameplaySchedulePlugin, stage::manifest::StageManifest,
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};
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mod args;
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@@ -286,7 +286,7 @@ pub fn prepare_match(
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for (
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index,
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(player, (scene, animations, attributes, camera_profile, manifest, manifest_handle)),
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(player, (scene, animations, attributes, _camera_profile, manifest, manifest_handle)),
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) in request.players.iter().zip(prepared).enumerate()
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{
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let spawn_x = (index as i32 * 2 + 1 - request.players.len() as i32) * 5;
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@@ -8,7 +8,7 @@ use strum_macros::EnumIter;
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use crate::{
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AppState,
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game_settings::GameSettings,
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math::{int::FGi32, vec::FGVec2},
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math::vec::FGVec2,
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stage::{
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StagePoly,
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line::{StageCollision, StagePolyLineSegmentType, StagePolyType},
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+1
-6
@@ -3,14 +3,9 @@
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use std::f32::consts::PI;
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use bevy::prelude::*;
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use serde::{Deserialize, Serialize};
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use crate::{
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camera::MatchCamera,
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math::{int::FGi32, vec::FGVec2}, stage::{
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StagePoly,
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line::{StageCollision, StagePolyLineSegmentType, StagePolyType},
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},
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camera::MatchCamera, stage::line::StageCollision,
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};
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pub fn spawn_stage_support(
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