use happy_feet as kinematic character controller (#42)
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@@ -48,7 +48,7 @@ pub fn plugin(app: &mut App) {
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app.init_resource::<CameraState>();
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app.add_systems(OnEnter(GameState::Playing), startup);
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app.add_systems(
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Update,
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PreUpdate,
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(update, update_ui, update_look_around, rotate_view).run_if(in_state(GameState::Playing)),
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);
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}
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@@ -110,7 +110,7 @@ fn update(
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(&MainCamera, &mut Transform, &CameraRotationInput),
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(Without<CameraTarget>, Without<CameraArmRotation>),
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>,
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target: Single<&GlobalTransform, (With<CameraTarget>, Without<CameraArmRotation>)>,
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target_q: Single<&Transform, (With<CameraTarget>, Without<CameraArmRotation>)>,
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arm_rotation: Single<&Transform, With<CameraArmRotation>>,
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spatial_query: SpatialQuery,
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cam_state: Res<CameraState>,
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@@ -119,7 +119,7 @@ fn update(
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return;
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}
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let target = target.translation();
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let target = target_q.translation;
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let arm_tf = arm_rotation;
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