make alien a collider
This commit is contained in:
23
src/alien.rs
23
src/alien.rs
@@ -1,8 +1,8 @@
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use avian3d::prelude::*;
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use bevy::prelude::*;
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use std::time::Duration;
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use std::time::Duration;
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use bevy::prelude::*;
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const ASSET_PATH: &str = "models/alien_naked.glb";
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const FOX_PATH: &str = "models/alien_naked.glb";
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#[derive(Resource)]
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#[derive(Resource)]
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struct Animations {
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struct Animations {
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@@ -22,8 +22,8 @@ fn setup(
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) {
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) {
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// Build the animation graph
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// Build the animation graph
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let (graph, node_indices) = AnimationGraph::from_clips([
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let (graph, node_indices) = AnimationGraph::from_clips([
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asset_server.load(GltfAssetLabel::Animation(1).from_asset(FOX_PATH)),
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asset_server.load(GltfAssetLabel::Animation(1).from_asset(ASSET_PATH)),
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asset_server.load(GltfAssetLabel::Animation(0).from_asset(FOX_PATH)),
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asset_server.load(GltfAssetLabel::Animation(0).from_asset(ASSET_PATH)),
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]);
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]);
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// Insert a resource with the current scene information
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// Insert a resource with the current scene information
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@@ -33,12 +33,17 @@ fn setup(
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graph: graph_handle,
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graph: graph_handle,
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});
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});
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// Fox
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commands
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commands
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.spawn(SceneRoot(
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.spawn((
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asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH)),
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RigidBody::Dynamic,
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Collider::capsule(0.2, 1.),
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LockedAxes::new().lock_rotation_z().lock_rotation_x(),
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Name::from("Alien"),
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))
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))
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.insert(Name::from("Alien"));
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.with_child((
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Transform::from_translation(Vec3::new(0., -0.6, 0.)),
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SceneRoot(asset_server.load(GltfAssetLabel::Scene(0).from_asset(ASSET_PATH))),
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));
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}
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}
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fn setup_once_loaded(
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fn setup_once_loaded(
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@@ -72,6 +72,7 @@ fn main() {
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}));
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}));
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app.add_plugins(PhysicsPlugins::default());
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app.add_plugins(PhysicsPlugins::default());
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app.add_plugins(PhysicsDebugPlugin::default());
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// bevy_flycam setup so we can get a closer look at the scene, mainly for debugging
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// bevy_flycam setup so we can get a closer look at the scene, mainly for debugging
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app.add_plugins(PlayerPlugin);
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app.add_plugins(PlayerPlugin);
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