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use std::{f32::consts::PI, time::Duration}; |
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use bevy::{ |
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animation::RepeatAnimation, light::CascadeShadowConfigBuilder, prelude::*, |
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world_serialization::WorldInstanceReady, |
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}; |
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|
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const FOX_PATH: &str = "models/animated/Fox.glb"; |
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|
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fn main() { |
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App::new() |
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.insert_resource(GlobalAmbientLight { |
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color: Color::WHITE, |
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brightness: 2000., |
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..default() |
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}) |
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.add_plugins(DefaultPlugins) |
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.add_systems(Startup, setup) |
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.add_systems( |
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Update, |
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spawn_fox_asset_when_ready.run_if(not(resource_exists::<Animations>)), |
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) |
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.add_systems( |
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Update, |
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keyboard_control.run_if(resource_exists::<Animations>), |
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) |
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.run(); |
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} |
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|
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#[derive(Resource)] |
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struct Animations { |
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animations: Vec<AnimationNodeIndex>, |
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graph_handle: Handle<AnimationGraph>, |
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} |
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|
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#[derive(Resource)] |
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struct Fox(Handle<Gltf>); |
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|
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fn setup( |
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mut commands: Commands, |
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asset_server: Res<AssetServer>, |
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mut meshes: ResMut<Assets<Mesh>>, |
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mut materials: ResMut<Assets<StandardMaterial>>, |
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) { |
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|
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|
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commands.insert_resource(Fox(asset_server.load(FOX_PATH))); |
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|
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|
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commands.spawn(( |
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Camera3d::default(), |
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Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y), |
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)); |
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|
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|
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commands.spawn(( |
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Mesh3d(meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0))), |
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))), |
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)); |
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|
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|
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commands.spawn(( |
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)), |
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DirectionalLight { |
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shadow_maps_enabled: true, |
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..default() |
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}, |
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CascadeShadowConfigBuilder { |
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first_cascade_far_bound: 200.0, |
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maximum_distance: 400.0, |
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..default() |
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} |
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.build(), |
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)); |
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|
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|
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commands.spawn(( |
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Text::new(concat!( |
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"space: play / pause\n", |
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"up / down: playback speed\n", |
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"left / right: seek\n", |
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"1-3: play N times\n", |
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"L: loop forever\n", |
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"return: change animation\n", |
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)), |
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Node { |
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position_type: PositionType::Absolute, |
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top: px(12), |
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left: px(12), |
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..default() |
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}, |
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)); |
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} |
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|
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fn spawn_fox_asset_when_ready( |
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mut commands: Commands, |
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fox_handle: Res<Fox>, |
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asset_server: Res<AssetServer>, |
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gltfs: Res<Assets<Gltf>>, |
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mut graphs: ResMut<Assets<AnimationGraph>>, |
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) { |
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if !asset_server.is_loaded_with_dependencies(&fox_handle.0) { |
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|
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return; |
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} |
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|
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let fox = gltfs |
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.get(&fox_handle.0) |
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.expect("a loaded asset should exist in the glTF assets collection"); |
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|
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|
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let (graph, node_indices) = AnimationGraph::from_clips([ |
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fox.named_animations["Run"].clone(), |
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fox.named_animations["Walk"].clone(), |
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fox.named_animations["Survey"].clone(), |
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]); |
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|
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|
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|
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let graph_handle = graphs.add(graph); |
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commands.insert_resource(Animations { |
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animations: node_indices, |
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graph_handle, |
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}); |
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|
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|
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commands |
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.spawn(WorldAssetRoot( |
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fox.default_scene |
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.clone() |
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.expect("a default scene exists in this file"), |
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)) |
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.observe(setup_scene); |
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} |
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|
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|
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|
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|
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|
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fn setup_scene( |
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_ready: On<WorldInstanceReady>, |
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mut commands: Commands, |
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animations: Res<Animations>, |
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player: Single<(Entity, &mut AnimationPlayer)>, |
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) { |
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let (entity, mut player) = player.into_inner(); |
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let mut transitions = AnimationTransitions::new(); |
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|
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|
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|
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|
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|
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transitions |
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.play(&mut player, animations.animations[0], Duration::ZERO) |
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.repeat(); |
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|
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commands |
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.entity(entity) |
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.insert(AnimationGraphHandle(animations.graph_handle.clone())) |
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.insert(transitions); |
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} |
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|
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fn keyboard_control( |
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keyboard_input: Res<ButtonInput<KeyCode>>, |
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mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>, |
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animations: Res<Animations>, |
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mut current_animation: Local<usize>, |
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) { |
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for (mut player, mut transitions) in &mut animation_players { |
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let Some((&playing_animation_index, _)) = player.playing_animations().next() else { |
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continue; |
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}; |
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|
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if keyboard_input.just_pressed(KeyCode::Space) { |
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let playing_animation = player.animation_mut(playing_animation_index).unwrap(); |
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if playing_animation.is_paused() { |
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playing_animation.resume(); |
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} else { |
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playing_animation.pause(); |
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} |
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} |
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|
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if keyboard_input.just_pressed(KeyCode::ArrowUp) { |
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let playing_animation = player.animation_mut(playing_animation_index).unwrap(); |
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let speed = playing_animation.speed(); |
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playing_animation.set_speed(speed * 1.2); |
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} |
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|
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if keyboard_input.just_pressed(KeyCode::ArrowDown) { |
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let playing_animation = player.animation_mut(playing_animation_index).unwrap(); |
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let speed = playing_animation.speed(); |
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playing_animation.set_speed(speed * 0.8); |
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} |
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|
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if keyboard_input.just_pressed(KeyCode::ArrowLeft) { |
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let playing_animation = player.animation_mut(playing_animation_index).unwrap(); |
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let elapsed = playing_animation.seek_time(); |
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playing_animation.seek_to(elapsed - 0.1); |
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} |
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|
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if keyboard_input.just_pressed(KeyCode::ArrowRight) { |
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let playing_animation = player.animation_mut(playing_animation_index).unwrap(); |
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let elapsed = playing_animation.seek_time(); |
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playing_animation.seek_to(elapsed + 0.1); |
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} |
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|
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if keyboard_input.just_pressed(KeyCode::Enter) { |
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*current_animation = (*current_animation + 1) % animations.animations.len(); |
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|
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transitions |
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.play( |
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&mut player, |
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animations.animations[*current_animation], |
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Duration::from_millis(250), |
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) |
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.repeat(); |
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} |
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|
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if keyboard_input.just_pressed(KeyCode::Digit1) { |
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let playing_animation = player.animation_mut(playing_animation_index).unwrap(); |
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playing_animation |
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.set_repeat(RepeatAnimation::Count(1)) |
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.replay(); |
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} |
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|
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if keyboard_input.just_pressed(KeyCode::Digit2) { |
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let playing_animation = player.animation_mut(playing_animation_index).unwrap(); |
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playing_animation |
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.set_repeat(RepeatAnimation::Count(2)) |
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.replay(); |
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} |
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|
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if keyboard_input.just_pressed(KeyCode::Digit3) { |
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let playing_animation = player.animation_mut(playing_animation_index).unwrap(); |
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playing_animation |
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.set_repeat(RepeatAnimation::Count(3)) |
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.replay(); |
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} |
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|
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if keyboard_input.just_pressed(KeyCode::KeyL) { |
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let playing_animation = player.animation_mut(playing_animation_index).unwrap(); |
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playing_animation.set_repeat(RepeatAnimation::Forever); |
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} |
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} |
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} |