Make the baked animation system drive the character animations
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@@ -1,13 +1,8 @@
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use bevy::prelude::*;
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use std::collections::HashMap;
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use crate::fighter::animation::AnimKind;
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use crate::fighter::baked_animation::BakedFighterAnimations;
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use bevy::prelude::*;
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#[derive(Component, Clone)]
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pub struct FighterAnimations {
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pub graph: Handle<AnimationGraph>,
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pub clips: HashMap<AnimKind, AnimationNodeIndex>,
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/// Gameplay samples this fixed-point asset; the graph remains visual-only.
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/// The single animation source for gameplay and the visual skeleton.
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pub baked: Handle<BakedFighterAnimations>,
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}
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