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Remove the invalid system ordering in the animation example. (#16173)
# Objective In the animation example, there is the code `.add_systems(Update, init_animations.before(animate_targets))`, where `animate_targets` is added to the `PostUpdate` in the `AnimationPlugin`. Therefore, the `.before(animate_targets)` here is ineffective and should be removed.
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3e405ed537
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2 changed files with 3 additions and 4 deletions
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@ -3,7 +3,7 @@
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use std::{f32::consts::PI, time::Duration};
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use bevy::{
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animation::{animate_targets, AnimationTargetId, RepeatAnimation},
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animation::{AnimationTargetId, RepeatAnimation},
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color::palettes::css::WHITE,
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pbr::CascadeShadowConfigBuilder,
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prelude::*,
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@ -22,7 +22,7 @@ fn main() {
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.init_resource::<ParticleAssets>()
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.init_resource::<FoxFeetTargets>()
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.add_systems(Startup, setup)
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.add_systems(Update, setup_scene_once_loaded.before(animate_targets))
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.add_systems(Update, setup_scene_once_loaded)
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.add_systems(Update, (keyboard_animation_control, simulate_particles))
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.add_observer(observe_on_step)
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.run();
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@ -4,7 +4,6 @@
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//! playing animations by clicking and dragging left or right within the nodes.
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use bevy::{
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animation::animate_targets,
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color::palettes::{
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basic::WHITE,
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css::{ANTIQUE_WHITE, DARK_GREEN},
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@ -83,7 +82,7 @@ fn main() {
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..default()
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}))
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.add_systems(Startup, (setup_assets, setup_scene, setup_ui))
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.add_systems(Update, init_animations.before(animate_targets))
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.add_systems(Update, init_animations)
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.add_systems(
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Update,
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(handle_weight_drag, update_ui, sync_weights).chain(),
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