Add pulsing effect when invulnerable/intangible, make airdodge make the player intangible. #75
@@ -16,7 +16,7 @@ use crate::{
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manifest::{FighterManifest, FighterManifestRegistry},
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spawn_fighter,
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visual::FighterAnimations,
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}, input::{LocalInputAssignments, LocalInputSource, MatchInputAssignments}, match_runtime::MatchState, materials::fighter_material::FighterMaterial, netcode::{
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}, input::{LocalInputAssignments, LocalInputSource, MatchInputAssignments}, match_runtime::MatchState, netcode::{
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GGRSCfg,
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session::{ConnectionStatus, SessionConfig, create_session},
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}, scripting::FighterAttackScript, stage::{
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@@ -13,17 +13,6 @@ pub struct FighterMaterialExtension {
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status_color: LinearRgba,
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#[uniform(100)]
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status_color_intensity: f32,
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// Web examples WebGL2 support: structs must be 16 byte aligned.
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#[cfg(feature = "webgl2")]
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#[uniform(100)]
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_webgl2_padding_8b: u32,
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#[cfg(feature = "webgl2")]
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#[uniform(100)]
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_webgl2_padding_12b: u32,
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#[cfg(feature = "webgl2")]
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#[uniform(100)]
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_webgl2_padding_16b: u32,
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}
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const SHADER_ASSET_PATH: &str = "embedded://shinespark/shaders/fighter.wgsl";
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@@ -1,16 +1,8 @@
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use bevy::{
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asset::embedded_asset, gltf::GltfMaterialName, material::OpaqueRendererMethod, pbr::ExtendedMaterial, prelude::*, world_serialization::WorldInstanceReady,
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asset::embedded_asset, prelude::*,
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};
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use bevy::{
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color::palettes::basic::RED,
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pbr::{MaterialExtension},
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prelude::*,
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render::render_resource::*,
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shader::ShaderRef,
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};
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use crate::materials::fighter_material::{FighterMaterial, FighterMaterialExtension};
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pub mod fighter_material;
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