character hierarchy system param
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@@ -4,7 +4,7 @@ mod thrown;
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use crate::{
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use crate::{
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aim::AimTarget,
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aim::AimTarget,
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character::ProjectileOrigin,
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character::CharacterHierarchy,
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global_observer,
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global_observer,
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heads::ActiveHeads,
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heads::ActiveHeads,
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heads_database::HeadsDatabase,
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heads_database::HeadsDatabase,
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@@ -86,8 +86,7 @@ fn on_trigger_state(
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mut active_heads: Query<&mut ActiveHeads, With<Player>>,
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mut active_heads: Query<&mut ActiveHeads, With<Player>>,
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heads_db: Res<HeadsDatabase>,
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heads_db: Res<HeadsDatabase>,
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time: Res<Time>,
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time: Res<Time>,
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descendants: Query<&Children>,
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character: CharacterHierarchy,
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projectile_origin: Query<&GlobalTransform, With<ProjectileOrigin>>,
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) {
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) {
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if matches!(trigger.event(), TriggerState::Active) {
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if matches!(trigger.event(), TriggerState::Active) {
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let Ok(mut active_heads) = active_heads.get_single_mut() else {
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let Ok(mut active_heads) = active_heads.get_single_mut() else {
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@@ -107,15 +106,13 @@ fn on_trigger_state(
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return;
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return;
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};
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};
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let Some(transform) = descendants
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let Some(projectile_origin) = character
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.iter_descendants(player)
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.projectile_origin(player)
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.find_map(|child| projectile_origin.get(child).ok())
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.map(|origin| origin.translation())
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else {
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else {
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return;
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return;
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};
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};
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let projectile_origin = transform.translation();
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let Some((rot, dir)) = player_rot.iter().next().map(|t| (t.rotation, t.forward())) else {
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let Some((rot, dir)) = player_rot.iter().next().map(|t| (t.rotation, t.forward())) else {
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return;
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return;
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};
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};
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@@ -1,5 +1,5 @@
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use crate::{GameState, heads_database::HeadsDatabase, loading_assets::GameAssets};
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use crate::{GameState, heads_database::HeadsDatabase, loading_assets::GameAssets};
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use bevy::{prelude::*, utils::HashMap};
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use bevy::{ecs::system::SystemParam, prelude::*, utils::HashMap};
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use std::time::Duration;
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use std::time::Duration;
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#[derive(Component, Debug)]
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#[derive(Component, Debug)]
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@@ -8,6 +8,20 @@ pub struct ProjectileOrigin;
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#[derive(Component, Debug)]
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#[derive(Component, Debug)]
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pub struct AnimatedCharacter(pub usize);
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pub struct AnimatedCharacter(pub usize);
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#[derive(SystemParam)]
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pub struct CharacterHierarchy<'w, 's> {
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descendants: Query<'w, 's, &'static Children>,
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projectile_origin: Query<'w, 's, &'static GlobalTransform, With<ProjectileOrigin>>,
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}
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impl CharacterHierarchy<'_, '_> {
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pub fn projectile_origin(&self, entity: Entity) -> Option<&GlobalTransform> {
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self.descendants
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.iter_descendants(entity)
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.find_map(|child| self.projectile_origin.get(child).ok())
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}
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}
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#[derive(Component, Debug, Reflect)]
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#[derive(Component, Debug, Reflect)]
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#[reflect(Component)]
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#[reflect(Component)]
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pub struct CharacterAnimations {
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pub struct CharacterAnimations {
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