Add animation baking system
This commit is contained in:
+79
-11
@@ -5,26 +5,30 @@
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use bevy::ecs::query::QueryData;
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use bevy::prelude::*;
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use crate::fighter::animation::FighterAnimationPlayerLink;
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use crate::fighter::animation::{AnimKind, FighterAnimationFrame, FighterAnimationPlayerLink};
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use crate::fighter::baked_animation::{BakedFighterAnimations, FixedMat4};
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use crate::fighter::ecb::FighterPreviousECB;
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use crate::fighter::manifest::FighterManifest;
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use crate::fighter::visual::FighterAnimations;
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use crate::fighter::{
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FighterAttributes, FighterECB, FighterFacingDirection, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
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Fighter, FighterAttributes, FighterECB, FighterFacingDirection, FighterPreviousTranslation,
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FighterTranslation, FighterVelocity,
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};
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use crate::game_settings::GameSettings;
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use crate::input::FighterInput;
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use crate::stage::line::StageCollision;
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pub mod air;
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pub mod air_dodge;
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pub mod dash;
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pub mod fall;
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pub mod ground;
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pub mod jump;
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pub mod land;
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pub mod run;
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pub mod turn;
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pub mod wait;
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pub mod walk;
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pub mod land;
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pub mod air_dodge;
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macro_rules! fighter_states {
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($($variant:ident => $ty:ty),* $(,)?) => {
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@@ -35,7 +39,7 @@ macro_rules! fighter_states {
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pub fn name(&self) -> &'static str {
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match self { $(Self::$variant(_) => <$ty>::NAME),* }
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}
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pub fn check_interrupt(&self, ctx: &FighterStateContext) -> Option<FighterState> {
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pub fn check_interrupt(&self, ctx: &mut FighterStateContext) -> Option<FighterState> {
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match self { $(Self::$variant(s) => s.check_interrupt(ctx)),* }
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}
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@@ -59,7 +63,7 @@ macro_rules! fighter_states {
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pub trait FighterStateImpl: Sized {
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const NAME: &'static str;
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fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState>;
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fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState>;
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fn on_enter(&mut self, _state_context: &mut FighterStateContext) {}
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fn update(&mut self, _state_context: &mut FighterStateContext);
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@@ -79,13 +83,49 @@ pub struct FighterStateContext<'a> {
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pub velocity: &'a mut FighterVelocity,
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pub ecb: &'a mut FighterECB,
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pub prev_ecb: &'a mut FighterPreviousECB,
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pub fighter_attribs: &'a FighterAttributes,
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pub facing_direction: &'a mut FighterFacingDirection,
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pub game_settings: &'a GameSettings,
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pub stage_collision: &'a StageCollision,
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pub animations: &'a FighterAnimations,
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pub animation_player: &'a mut AnimationPlayer,
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pub animation_transitions: &'a mut AnimationTransitions,
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pub animation_frame: &'a mut FighterAnimationFrame,
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pub baked_animations: &'a Assets<BakedFighterAnimations>,
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pub fighter_manifest: &'a FighterManifest,
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}
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impl FighterStateContext<'_> {
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pub fn play_animation(&mut self, kind: AnimKind, repeat: bool) {
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let active = self.animation_transitions.play(
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self.animation_player,
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self.animations.clips[&kind],
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std::time::Duration::ZERO,
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);
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if repeat {
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active.repeat();
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}
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self.animation_frame.reset(kind, repeat);
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}
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pub fn get_current_animation_frame(&self) -> u32 {
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self.animation_frame.frame
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}
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pub fn is_current_animation_finished(&self) -> bool {
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let anims_data = self
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.baked_animations
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.get(&self.animations.baked)
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.expect("Animation should exist");
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anims_data
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.frame_count(self.animation_frame.kind)
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.expect("Current animation should have baked frames")
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< self.animation_frame.frame
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}
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pub fn sample_bone(&self, bone: &str) -> Option<FixedMat4> {
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self.animations
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.sample_bone(self.baked_animations, *self.animation_frame, bone)
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}
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}
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fighter_states! {
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@@ -97,7 +137,8 @@ fighter_states! {
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JumpSquat => jump::JumpSquatState,
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Jump => jump::JumpState,
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Land => land::LandingState,
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AirDodge => air_dodge::AirDodgeState
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AirDodge => air_dodge::AirDodgeState,
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Turn => turn::TurnState
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}
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#[derive(QueryData)]
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@@ -110,7 +151,8 @@ pub struct FighterFrameQuery {
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pub ecb: &'static mut FighterECB,
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pub prev_ecb: &'static mut FighterPreviousECB,
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pub facing_direction: &'static mut FighterFacingDirection,
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pub attributes: &'static FighterAttributes,
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pub animation_frame: &'static mut FighterAnimationFrame,
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pub fighter: &'static Fighter,
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}
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impl<'w, 's> FighterFrameQueryItem<'w, 's> {
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@@ -121,6 +163,8 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
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animations: &'a FighterAnimations,
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animation_player: &'a mut AnimationPlayer,
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animation_transitions: &'a mut AnimationTransitions,
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baked_animations: &'a Assets<BakedFighterAnimations>,
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manifest: &'a FighterManifest,
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) -> FighterStateContext<'a> {
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FighterStateContext {
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translation: &mut self.translation,
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@@ -130,12 +174,14 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
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ecb: &mut self.ecb,
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prev_ecb: &mut self.prev_ecb,
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facing_direction: &mut self.facing_direction,
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fighter_attribs: self.attributes,
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game_settings,
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stage_collision,
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animations,
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animation_player,
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animation_transitions,
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animation_frame: &mut self.animation_frame,
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baked_animations,
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fighter_manifest: manifest,
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}
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}
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}
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@@ -148,6 +194,7 @@ pub struct StatefulFighterQuery {
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pub frame: FighterFrameQuery,
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pub animations: &'static FighterAnimations,
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pub animation_player_link: &'static FighterAnimationPlayerLink,
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pub fighter: &'static Fighter,
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}
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#[derive(Component)]
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@@ -164,6 +211,8 @@ pub fn state_update_system(
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mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
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stage_collision: Res<StageCollision>,
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game_settings: Res<GameSettings>,
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baked_animations: Res<Assets<BakedFighterAnimations>>,
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manifests: Res<Assets<FighterManifest>>,
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) {
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for fighter in &mut query {
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let StatefulFighterQueryItem {
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@@ -178,12 +227,17 @@ pub fn state_update_system(
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else {
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continue;
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};
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let mut update_ctx = frame.context(
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&game_settings,
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&stage_collision,
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animations,
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&mut animation_player,
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&mut animation_transitions,
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&baked_animations,
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&manifests
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.get(&(fighter.fighter.manifest))
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.expect("Fighter manifest should be valid"),
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);
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state.update(&mut update_ctx);
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}
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@@ -194,6 +248,8 @@ pub fn state_interrupt_system(
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mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
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stage_collision: Res<StageCollision>,
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game_settings: Res<GameSettings>,
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baked_animations: Res<Assets<BakedFighterAnimations>>,
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fighter_manifests: Res<Assets<FighterManifest>>,
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mut commands: Commands,
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) {
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for fighter in &mut query {
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@@ -203,6 +259,7 @@ pub fn state_interrupt_system(
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mut frame,
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animations,
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animation_player_link,
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fighter,
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} = fighter;
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let Ok((mut animation_player, mut animation_transitions)) =
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animation_players.get_mut(animation_player_link.player())
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@@ -215,8 +272,12 @@ pub fn state_interrupt_system(
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animations,
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&mut animation_player,
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&mut animation_transitions,
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&baked_animations,
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fighter_manifests
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.get(&fighter.manifest)
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.expect("Fighter manifest should be valid"),
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);
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if let Some(new_state) = state.check_interrupt(&state_context) {
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if let Some(new_state) = state.check_interrupt(&mut state_context) {
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let mut new_state = new_state;
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let old_state_name = state.name();
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let new_state_name = new_state.name();
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@@ -234,6 +295,8 @@ pub fn state_collision_interrupt_system(
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mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
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stage_collision: Res<StageCollision>,
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game_settings: Res<GameSettings>,
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baked_animations: Res<Assets<BakedFighterAnimations>>,
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fighter_manifests: Res<Assets<FighterManifest>>,
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mut commands: Commands,
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) {
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for fighter in &mut query {
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@@ -243,6 +306,7 @@ pub fn state_collision_interrupt_system(
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mut frame,
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animations,
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animation_player_link,
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fighter,
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} = fighter;
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let Ok((mut animation_player, mut animation_transitions)) =
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animation_players.get_mut(animation_player_link.player())
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@@ -255,6 +319,10 @@ pub fn state_collision_interrupt_system(
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animations,
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&mut animation_player,
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&mut animation_transitions,
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&baked_animations,
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fighter_manifests
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.get(&fighter.manifest)
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.expect("Fighter manifest should be valid"),
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);
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if let Some(new_state) = state.check_collision_interrupt(&mut state_context) {
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let mut new_state = new_state;
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