* move client/server/config into shared * move platforms into shared * move head drops into shared * move tb_entities to shared * reduce server to just a call into shared * get solo play working * fix server opening window * fix fmt * extracted a few more modules from client * near completely migrated client * fixed duplicate CharacterInputEnabled definition * simplify a few things related to builds * more simplifications * fix warnings/check * ci update * address comments * try fixing macos steam build * address comments * address comments * CI tweaks with default client feature --------- Co-authored-by: PROMETHIA-27 <electriccobras@gmail.com>
40 lines
959 B
Rust
40 lines
959 B
Rust
use bevy::prelude::*;
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use bevy_sprite3d::Sprite3d;
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#[derive(Component, Reflect, Deref, DerefMut)]
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#[reflect(Component)]
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pub struct AnimationTimer(Timer);
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impl AnimationTimer {
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pub fn new(t: Timer) -> Self {
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Self(t)
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}
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}
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pub fn plugin(app: &mut App) {
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app.add_systems(Update, animate_sprite);
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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, &Sprite3d, &mut Sprite)>,
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) {
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for (e, mut timer, sprite_3d, mut sprite) in query.iter_mut() {
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let length = sprite_3d.texture_atlas_keys.len();
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let atlas = sprite.texture_atlas.as_mut().unwrap();
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if length > 0 {
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timer.tick(time.delta());
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}
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if timer.just_finished() {
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if atlas.index + 1 < length {
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atlas.index = (atlas.index + 1) % length;
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} else {
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commands.entity(e).despawn();
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}
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}
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}
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}
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