Integrate basic attack script debug.
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+17
-11
@@ -29,16 +29,8 @@ pub use motion::{FighterPreviousTranslation, FighterTranslation, FighterVelocity
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use crate::{
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fighter::{
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animation::animation_init,
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manifest::FighterManifest,
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state::{FighterState, fall::FallState},
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visual::FighterAnimations,
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},
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input::FighterInput,
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math::{int::FGi32, vec::FGVec2},
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player::Player,
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schedule::GameplaySet,
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stage::line::StageCollision,
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animation::animation_init, attack::FighterAttackScriptAssets, manifest::FighterManifest, state::{FighterState, fall::FallState}, visual::FighterAnimations,
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}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
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};
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use state::state_interrupt_system;
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@@ -158,20 +150,29 @@ impl Plugin for FighterPlugin {
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.add_systems(FixedPostUpdate, debug::debug_draw_ecb)
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.add_systems(EguiPrimaryContextPass, debug::fighter_debug)
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.add_systems(FixedPostUpdate, debug::animation_debug)
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.add_systems(FixedPostUpdate, debug::attack_debug)
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.add_systems(EguiPrimaryContextPass, debug::update_config)
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.rollback_component_with_clone::<FighterState>()
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.rollback_component_with_clone::<FighterHitboxes>()
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.checksum_component_with_hash::<FighterState>()
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.checksum_component_with_hash::<FighterFacingDirection>()
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.register_type::<FighterFacingDirection>();
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}
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}
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#[derive(Component, Clone)]
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pub struct FighterHitboxes {
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pub attack_script: Option<Handle<FighterAttackScript>>,
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pub active_hitboxes: Vec<usize>
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}
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pub fn spawn_fighter(
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commands: &mut Commands,
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player_handle: usize,
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spawn_position: FGVec2,
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manifest: Handle<FighterManifest>,
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animations: FighterAnimations,
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attack_scripts: FighterAttackScriptAssets,
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visual_root: WorldAssetRoot,
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) {
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commands.spawn((
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@@ -183,14 +184,19 @@ pub fn spawn_fighter(
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manifest: manifest,
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},
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FighterFacingDirection::Right,
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FighterECB {
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(FighterECB {
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vertical_half: FGi32::lit("5.0"),
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horizontal_half: FGi32::lit("2.5"),
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},
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FighterHitboxes {
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attack_script: None,
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active_hitboxes: vec![]
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}),
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FighterVelocity::default(),
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FighterTranslation(spawn_position),
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visual_root,
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animations,
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attack_scripts,
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FighterState::Fall(FallState),
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animation::FighterAnimationFrame::new(animation::AnimKind::Wait, true),
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FighterVisual,
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