226 lines
6.8 KiB
Rust
226 lines
6.8 KiB
Rust
use crate::{
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GameState,
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aim::AimState,
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billboards::Billboard,
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loading_assets::GameAssets,
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npc::Hit,
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physics_layers::GameLayer,
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player::{Player, PlayerRig},
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sounds::PlaySound,
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tb_entities::EnemySpawn,
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};
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use avian3d::prelude::{
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Collider, CollisionLayers, CollisionStarted, LayerMask, PhysicsLayer, Sensor,
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};
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use bevy::{pbr::NotShadowCaster, 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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#[derive(Component)]
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struct Shot {
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time: f32,
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}
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const MAX_SHOT_AGES: f32 = 1.;
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#[derive(Event, Reflect)]
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pub enum TriggerState {
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Active,
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Inactive,
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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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app.add_systems(OnEnter(GameState::Playing), 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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.run_if(in_state(GameState::Playing)),
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);
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app.add_observer(on_trigger_state);
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}
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fn setup(mut commands: Commands, assets: Res<GameAssets>, mut sprite_params: Sprite3dParams) {
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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: assets.impact_atlas.clone(),
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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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trigger: Trigger<TriggerState>,
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mut commands: Commands,
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aim: Res<AimState>,
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player_rot: Query<&Transform, With<PlayerRig>>,
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player_pos: Query<&Transform, With<Player>>,
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target_transform: Query<&Transform, (Without<Player>, Without<PlayerRig>)>,
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time: Res<Time>,
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mut polyline_materials: ResMut<Assets<PolylineMaterial>>,
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mut polylines: ResMut<Assets<Polyline>>,
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) {
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if matches!(trigger.event(), TriggerState::Active) {
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commands.trigger(PlaySound::Gun);
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let Some(player_pos) = player_pos.iter().next().map(|t| t.translation) else {
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return;
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};
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let Some(rotation) = player_rot.iter().next().map(|t| t.rotation) else {
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return;
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};
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let rotation = if let Some(target) = aim.target {
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let t = target_transform
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.get(target)
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.expect("target must have transform");
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Transform::from_translation(player_pos)
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.looking_at(t.translation, Vec3::Y)
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.rotation
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} else {
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rotation.mul_quat(Quat::from_rotation_y(PI))
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};
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let mut t = Transform::from_translation(player_pos).with_rotation(rotation);
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t.translation += t.forward().as_vec3() * 2.;
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commands
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.spawn((
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Shot {
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time: time.elapsed_secs(),
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},
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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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Sensor,
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Visibility::default(),
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t,
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))
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.with_child(PolylineBundle {
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polyline: PolylineHandle(polylines.add(Polyline {
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vertices: vec![Vec3::Z * 2., Vec3::Z * -2.],
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})),
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material: PolylineMaterialHandle(polyline_materials.add(PolylineMaterial {
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width: 10.0,
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color: LinearRgba::rgb(0.9, 0.9, 0.),
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perspective: false,
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..default()
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})),
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..default()
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});
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}
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}
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fn update(mut query: Query<&mut Transform, With<Shot>>) {
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for mut transform in query.iter_mut() {
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let forward = transform.forward();
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transform.translation += forward * 2.;
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}
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}
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fn timeout(mut commands: Commands, query: Query<(Entity, &Shot)>, time: Res<Time>) {
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let current_time = time.elapsed_secs();
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for (e, Shot { time }) in query.iter() {
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if current_time > time + MAX_SHOT_AGES {
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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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fn enemy_hit(
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mut commands: Commands,
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mut collision_event_reader: EventReader<CollisionStarted>,
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query_npc: Query<&EnemySpawn>,
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) {
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for CollisionStarted(e1, e2) in collision_event_reader.read() {
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if !(query_npc.contains(*e1) || query_npc.contains(*e2)) {
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continue;
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}
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let enemy_entity = if query_npc.contains(*e1) { *e1 } else { *e2 };
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commands.entity(enemy_entity).trigger(Hit { damage: 20 });
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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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mut commands: Commands,
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mut collision_event_reader: EventReader<CollisionStarted>,
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query_shot: Query<(&Shot, &Transform)>,
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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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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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continue;
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}
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// filter out collision with player
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// TODO: give level geo a layer and we can simply use `CollisionLayers`
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if query_player.contains(*e1) || query_player.contains(*e2) {
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continue;
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}
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let shot_entity = if query_shot.contains(*e1) { *e1 } else { *e2 };
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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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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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