Simple ai shooting PoC (#23)
This commit is contained in:
165
src/aim/mod.rs
165
src/aim/mod.rs
@@ -1,114 +1,87 @@
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mod marker;
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mod target_ui;
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use crate::{
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GameState,
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billboards::Billboard,
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loading_assets::UIAssets,
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physics_layers::GameLayer,
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player::{Player, PlayerRig},
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tb_entities::EnemySpawn,
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};
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use avian3d::prelude::*;
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use bevy::prelude::*;
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use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
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use ops::sin;
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use marker::MarkerEvent;
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use std::f32::consts::PI;
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#[derive(Resource, Reflect)]
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#[reflect(Resource)]
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#[derive(Component, Reflect, Default, Deref)]
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#[reflect(Component)]
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pub struct AimTarget(pub Option<Entity>);
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#[derive(Component, Reflect)]
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#[reflect(Component)]
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#[require(AimTarget)]
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pub struct AimState {
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pub target: Option<Entity>,
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pub range: f32,
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pub max_angle: f32,
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pub spawn_marker: bool,
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}
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impl Default for AimState {
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fn default() -> Self {
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Self {
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target: None,
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range: 80.,
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max_angle: PI / 8.,
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spawn_marker: true,
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}
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}
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}
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#[derive(Component, Reflect)]
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#[reflect(Component)]
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struct Marker;
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#[derive(Event)]
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enum MarkerEvent {
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Spawn(Entity),
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Despawn,
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}
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pub fn plugin(app: &mut App) {
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app.init_resource::<AimState>();
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app.add_plugins(target_ui::plugin);
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app.add_plugins(marker::plugin);
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app.add_systems(
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Update,
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(update, move_marker).run_if(in_state(GameState::Playing)),
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(update_player_aim, update_npc_aim).run_if(in_state(GameState::Playing)),
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);
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app.add_observer(marker_event);
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app.add_systems(Update, add_aim.run_if(in_state(GameState::Playing)));
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}
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fn marker_event(
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trigger: Trigger<MarkerEvent>,
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fn add_aim(
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mut commands: Commands,
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assets: Res<UIAssets>,
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mut sprite_params: Sprite3dParams,
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marker: Query<Entity, With<Marker>>,
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query: Query<Entity, Added<Player>>,
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query2: Query<Entity, Added<EnemySpawn>>,
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) {
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for m in marker.iter() {
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commands.entity(m).despawn_recursive();
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for e in query.iter() {
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commands.entity(e).insert(AimState::default());
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}
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for e in query2.iter() {
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commands.entity(e).insert(AimState::default());
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}
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let MarkerEvent::Spawn(target) = trigger.event() else {
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return;
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};
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let id = commands
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.spawn((
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Name::new("aim-marker"),
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Billboard,
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Marker,
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Transform::default(),
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Sprite3dBuilder {
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image: assets.head_selector.clone(),
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pixels_per_metre: 30.,
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alpha_mode: AlphaMode::Blend,
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unlit: true,
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..default()
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}
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.bundle(&mut sprite_params),
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))
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.id();
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commands.entity(*target).add_child(id);
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}
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fn update(
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fn update_player_aim(
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mut commands: Commands,
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mut state: ResMut<AimState>,
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query: Query<(Entity, &Transform), With<EnemySpawn>>,
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player_pos: Query<&Transform, With<Player>>,
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player_rot: Query<&Transform, With<PlayerRig>>,
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potential_targets: Query<(Entity, &Transform), With<EnemySpawn>>,
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player_rot: Query<(&Transform, &GlobalTransform), With<PlayerRig>>,
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mut player_aim: Query<(&AimState, &mut AimTarget), With<Player>>,
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spatial_query: SpatialQuery,
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) {
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let Some(player_pos) = player_pos.iter().next().map(|t| t.translation) else {
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let Some((state, mut aim_target)) = player_aim.iter_mut().next() else {
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return;
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};
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let Some(player_forward) = player_rot.iter().next().map(|t| t.forward()) else {
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let Some((player_pos, player_forward)) = player_rot
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.iter()
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.next()
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.map(|(t, global)| (global.translation(), t.forward()))
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else {
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return;
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};
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let mut new_target = None;
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let mut target_distance = f32::MAX;
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for (e, t) in query.iter() {
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for (e, t) in potential_targets.iter() {
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let delta = player_pos - t.translation;
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let distance = delta.length();
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@@ -129,20 +102,68 @@ fn update(
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}
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}
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if let Some(e) = state.target {
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if commands.get_entity(e).is_none() {
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state.target = None;
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if let Some(e) = &aim_target.0 {
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if commands.get_entity(*e).is_none() {
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aim_target.0 = None;
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return;
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}
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}
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if new_target != state.target {
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if let Some(target) = new_target {
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commands.trigger(MarkerEvent::Spawn(target));
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} else {
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commands.trigger(MarkerEvent::Despawn);
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if new_target != aim_target.0 {
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if state.spawn_marker {
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if let Some(target) = new_target {
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commands.trigger(MarkerEvent::Spawn(target));
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} else {
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commands.trigger(MarkerEvent::Despawn);
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}
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}
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aim_target.0 = new_target;
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}
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}
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fn update_npc_aim(
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mut commands: Commands,
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mut subject: Query<(&AimState, &Transform, &mut AimTarget), With<EnemySpawn>>,
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potential_targets: Query<(Entity, &Transform), With<Player>>,
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spatial_query: SpatialQuery,
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) {
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for (state, t, mut aim_target) in subject.iter_mut() {
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let (pos, forward) = (t.translation, t.forward());
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let mut new_target = None;
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let mut target_distance = f32::MAX;
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for (e, t) in potential_targets.iter() {
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let delta = pos - t.translation;
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let distance = delta.length();
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if distance > state.range {
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continue;
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}
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let angle = forward.angle_between(delta.normalize());
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if angle < state.max_angle && distance < target_distance {
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if !line_of_sight(&spatial_query, pos, delta, distance) {
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continue;
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}
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new_target = Some(e);
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target_distance = distance;
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}
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}
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if let Some(e) = &aim_target.0 {
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if commands.get_entity(*e).is_none() {
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aim_target.0 = None;
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return;
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}
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}
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if new_target != aim_target.0 {
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aim_target.0 = new_target;
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}
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state.target = new_target;
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}
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}
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@@ -171,9 +192,3 @@ fn line_of_sight(
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true
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}
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fn move_marker(mut query: Query<&mut Transform, With<Marker>>, time: Res<Time>) {
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for mut transform in query.iter_mut() {
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transform.translation = Vec3::new(0., 3. + (sin(time.elapsed_secs() * 6.) * 0.2), 0.);
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}
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}
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