Make the baked animation system drive the character animations

This commit is contained in:
2026-09-01 21:07:53 +02:00
parent 89eeb6a868
commit b2da4a737d
11 changed files with 345 additions and 273 deletions
+2 -7
View File
@@ -1,13 +1,8 @@
use bevy::prelude::*;
use std::collections::HashMap;
use crate::fighter::animation::AnimKind;
use crate::fighter::baked_animation::BakedFighterAnimations;
use bevy::prelude::*;
#[derive(Component, Clone)]
pub struct FighterAnimations {
pub graph: Handle<AnimationGraph>,
pub clips: HashMap<AnimKind, AnimationNodeIndex>,
/// Gameplay samples this fixed-point asset; the graph remains visual-only.
/// The single animation source for gameplay and the visual skeleton.
pub baked: Handle<BakedFighterAnimations>,
}