animated sprite impact effect
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BIN
assets/textures/fx/impact.png
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BIN
assets/textures/fx/impact.png
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After Width: | Height: | Size: 764 KiB |
@@ -11,7 +11,7 @@ pub fn plugin(app: &mut App) {
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}
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}
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app.register_type::<Billboard>();
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app.register_type::<Billboard>();
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app.add_systems(Update, face_camera);
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app.add_systems(Update, (face_camera, face_camera_no_parent));
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}
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}
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fn face_camera(
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fn face_camera(
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@@ -36,3 +36,13 @@ fn face_camera(
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transform.look_at(target.translation, Vec3::Y);
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transform.look_at(target.translation, Vec3::Y);
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}
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}
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}
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}
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fn face_camera_no_parent(
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cam_query: Query<&GlobalTransform, With<Camera>>,
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mut query: Query<&mut Transform, (With<Billboard>, Without<Camera>, Without<Parent>)>,
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) {
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let cam_transform = cam_query.single();
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for mut transform in query.iter_mut() {
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transform.look_at(cam_transform.translation(), Vec3::Y);
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}
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}
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@@ -59,7 +59,7 @@ pub fn plugin(app: &mut App) {
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fn startup(mut commands: Commands) {
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fn startup(mut commands: Commands) {
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commands.spawn((
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commands.spawn((
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Camera3d::default(),
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Camera3d::default(),
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MainCamera::new(Vec3::new(0., 2., -12.)),
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MainCamera::new(Vec3::new(0., 2.5, -13.)),
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CameraRotation(0.),
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CameraRotation(0.),
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));
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));
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}
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}
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@@ -27,6 +27,7 @@ use bevy::prelude::*;
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use bevy::render::view::ColorGrading;
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use bevy::render::view::ColorGrading;
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use bevy::scene::SceneInstanceReady;
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use bevy::scene::SceneInstanceReady;
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use bevy_polyline::PolylinePlugin;
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use bevy_polyline::PolylinePlugin;
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use bevy_sprite3d::Sprite3dPlugin;
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use bevy_trenchbroom::prelude::*;
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use bevy_trenchbroom::prelude::*;
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use control::controller::CharacterControllerPlugin;
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use control::controller::CharacterControllerPlugin;
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use physics_layers::GameLayer;
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use physics_layers::GameLayer;
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@@ -65,6 +66,7 @@ fn main() {
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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(CharacterControllerPlugin);
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app.add_plugins(CharacterControllerPlugin);
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app.add_plugins(PolylinePlugin);
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app.add_plugins(PolylinePlugin);
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app.add_plugins(Sprite3dPlugin);
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app.add_plugins(TrenchBroomPlugin(TrenchBroomConfig::new("hedz")));
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app.add_plugins(TrenchBroomPlugin(TrenchBroomConfig::new("hedz")));
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#[cfg(feature = "dbg")]
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#[cfg(feature = "dbg")]
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@@ -1,5 +1,6 @@
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use crate::{
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use crate::{
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aim::AimState,
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aim::AimState,
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billboards::Billboard,
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npc::Hit,
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npc::Hit,
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physics_layers::GameLayer,
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physics_layers::GameLayer,
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player::{Player, PlayerRig},
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player::{Player, PlayerRig},
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@@ -9,8 +10,9 @@ use crate::{
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use avian3d::prelude::{
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use avian3d::prelude::{
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Collider, CollisionLayers, CollisionStarted, LayerMask, PhysicsLayer, Sensor,
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Collider, CollisionLayers, CollisionStarted, LayerMask, PhysicsLayer, Sensor,
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};
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};
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use bevy::prelude::*;
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use bevy::{pbr::NotShadowCaster, prelude::*};
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use bevy_polyline::prelude::*;
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use bevy_polyline::prelude::*;
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use bevy_sprite3d::{Sprite3d, Sprite3dBuilder, Sprite3dParams};
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use std::f32::consts::PI;
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use std::f32::consts::PI;
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#[derive(Component)]
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#[derive(Component)]
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@@ -26,11 +28,40 @@ pub enum TriggerState {
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Inactive,
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Inactive,
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}
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}
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#[derive(Resource)]
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struct ShotAssets {
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image: Handle<Image>,
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layout: Handle<TextureAtlasLayout>,
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}
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//TODO: give its own plugin
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#[derive(Component, Deref, DerefMut)]
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struct AnimationTimer(Timer);
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pub fn plugin(app: &mut App) {
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pub fn plugin(app: &mut App) {
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app.add_systems(Update, (update, shot_collision, enemy_hit, timeout));
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app.add_systems(Startup, setup);
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app.add_systems(
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Update,
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(update, shot_collision, enemy_hit, timeout, animate_sprite),
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);
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app.add_observer(on_trigger_state);
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app.add_observer(on_trigger_state);
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}
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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 sprite_params: Sprite3dParams,
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) {
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let image = asset_server.load("textures/fx/impact.png");
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let layout = TextureAtlasLayout::from_grid(UVec2::splat(256), 7, 6, None, None);
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let texture_atlas_layout = sprite_params.atlas_layouts.add(layout);
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commands.insert_resource(ShotAssets {
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image,
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layout: texture_atlas_layout,
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});
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}
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fn on_trigger_state(
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fn on_trigger_state(
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trigger: Trigger<TriggerState>,
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trigger: Trigger<TriggerState>,
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mut commands: Commands,
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mut commands: Commands,
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@@ -75,6 +106,7 @@ fn on_trigger_state(
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Collider::capsule_endpoints(0.5, Vec3::new(0., 0., 0.), Vec3::new(0., 0., -3.)),
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Collider::capsule_endpoints(0.5, Vec3::new(0., 0., 0.), Vec3::new(0., 0., -3.)),
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CollisionLayers::new(LayerMask(GameLayer::Projectile.to_bits()), LayerMask::ALL),
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CollisionLayers::new(LayerMask(GameLayer::Projectile.to_bits()), LayerMask::ALL),
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Sensor,
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Sensor,
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Visibility::default(),
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t,
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t,
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))
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))
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.with_child(PolylineBundle {
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.with_child(PolylineBundle {
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@@ -129,11 +161,33 @@ fn enemy_hit(
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}
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}
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}
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}
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fn animate_sprite(
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mut commands: Commands,
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time: Res<Time>,
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mut query: Query<(Entity, &mut AnimationTimer, &mut Sprite3d)>,
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) {
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for (e, mut timer, mut sprite_3d) in query.iter_mut() {
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timer.tick(time.delta());
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if timer.just_finished() {
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let length = sprite_3d.texture_atlas_keys.as_ref().unwrap().len();
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let atlas = sprite_3d.texture_atlas.as_mut().unwrap();
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if atlas.index < length - 1 {
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atlas.index = atlas.index.saturating_add(1) % length;
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} else {
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commands.entity(e).despawn_recursive();
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}
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}
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}
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}
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fn shot_collision(
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fn shot_collision(
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mut commands: Commands,
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mut commands: Commands,
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mut collision_event_reader: EventReader<CollisionStarted>,
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mut collision_event_reader: EventReader<CollisionStarted>,
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query_shot: Query<&Shot>,
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query_shot: Query<(&Shot, &Transform)>,
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query_player: Query<&Player>,
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query_player: Query<&Player>,
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assets: Res<ShotAssets>,
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mut sprite_params: Sprite3dParams,
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) {
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) {
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for CollisionStarted(e1, e2) in collision_event_reader.read() {
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for CollisionStarted(e1, e2) in collision_event_reader.read() {
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if !(query_shot.contains(*e1) || query_shot.contains(*e2)) {
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if !(query_shot.contains(*e1) || query_shot.contains(*e2)) {
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@@ -151,6 +205,31 @@ fn shot_collision(
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.or_else(|| Some(*e2))
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.or_else(|| Some(*e2))
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.unwrap();
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.unwrap();
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let shot_pos = query_shot.get(shot_entity).unwrap().1.translation;
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commands.entity(shot_entity).despawn_recursive();
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commands.entity(shot_entity).despawn_recursive();
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let texture_atlas = TextureAtlas {
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layout: assets.layout.clone(),
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index: 0,
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};
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commands
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.spawn(
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Sprite3dBuilder {
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image: assets.image.clone(),
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pixels_per_metre: 128.,
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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_with_atlas(&mut sprite_params, texture_atlas),
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)
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.insert((
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Billboard,
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Transform::from_translation(shot_pos),
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NotShadowCaster,
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AnimationTimer(Timer::from_seconds(0.01, TimerMode::Repeating)),
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));
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}
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}
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}
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}
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