Store baked animation matrices in a component.

This commit is contained in:
2026-08-31 20:06:15 +02:00
parent 4a2ec33d60
commit 159fbb2273
6 changed files with 285 additions and 130 deletions
+10 -4
View File
@@ -21,14 +21,19 @@
//! save, click Rebuild in jackdaw (or run `jd build`) and it
//! appears in `Add Component`. No registration code is needed.
use bevy::{asset::processor::{AssetProcessor, ProcessorState}, prelude::*, tasks::block_on};
use bevy::{
asset::processor::{AssetProcessor, ProcessorState},
prelude::*,
tasks::block_on,
};
use bevy_asset_loader::prelude::*;
use bevy_wind_waker_shader::prelude::*;
use clap::Parser;
use jackdaw_runtime::EditorCategory;
use crate::{
camera::MatchCameraPlugin, fighter::manifest::FighterManifest, game_settings::GameSettings, schedule::GameplaySchedulePlugin, stage::manifest::StageManifest,
camera::MatchCameraPlugin, fighter::manifest::FighterManifest, game_settings::GameSettings,
schedule::GameplaySchedulePlugin, stage::manifest::StageManifest,
};
mod args;
@@ -42,8 +47,8 @@ mod math;
pub mod netcode;
pub mod player;
pub mod schedule;
pub mod stage;
pub mod scripting;
pub mod stage;
#[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
pub enum AppState {
@@ -145,7 +150,8 @@ fn wait_for_asset_processor(
processor: Option<Res<AssetProcessor>>,
mut next_state: ResMut<NextState<AppState>>,
) {
if processor.is_none_or(|processor| block_on(processor.get_state()) == ProcessorState::Finished) {
if processor.is_none_or(|processor| block_on(processor.get_state()) == ProcessorState::Finished)
{
next_state.set(AppState::LoadCommonAssets);
}
}