Store baked animation matrices in a component.
This commit is contained in:
+10
-4
@@ -21,14 +21,19 @@
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//! save, click Rebuild in jackdaw (or run `jd build`) and it
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//! appears in `Add Component`. No registration code is needed.
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use bevy::{asset::processor::{AssetProcessor, ProcessorState}, prelude::*, tasks::block_on};
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use bevy::{
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asset::processor::{AssetProcessor, ProcessorState},
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prelude::*,
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tasks::block_on,
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};
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use bevy_asset_loader::prelude::*;
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use bevy_wind_waker_shader::prelude::*;
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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,
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camera::MatchCameraPlugin, fighter::manifest::FighterManifest, game_settings::GameSettings,
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schedule::GameplaySchedulePlugin, stage::manifest::StageManifest,
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};
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mod args;
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@@ -42,8 +47,8 @@ mod math;
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pub mod netcode;
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pub mod player;
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pub mod schedule;
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pub mod stage;
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pub mod scripting;
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pub mod stage;
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#[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
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pub enum AppState {
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@@ -145,7 +150,8 @@ fn wait_for_asset_processor(
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processor: Option<Res<AssetProcessor>>,
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mut next_state: ResMut<NextState<AppState>>,
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) {
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if processor.is_none_or(|processor| block_on(processor.get_state()) == ProcessorState::Finished) {
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if processor.is_none_or(|processor| block_on(processor.get_state()) == ProcessorState::Finished)
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{
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next_state.set(AppState::LoadCommonAssets);
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}
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}
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