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https://github.com/bevyengine/bevy
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# Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
204 lines
6.9 KiB
Rust
204 lines
6.9 KiB
Rust
//! Plays animations from a skinned glTF.
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use std::{f32::consts::PI, time::Duration};
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use bevy::{
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animation::{animate_targets, RepeatAnimation},
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pbr::CascadeShadowConfigBuilder,
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prelude::*,
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};
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const FOX_PATH: &str = "models/animated/Fox.glb";
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fn main() {
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App::new()
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 2000.,
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})
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.add_plugins(DefaultPlugins)
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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, keyboard_animation_control)
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.run();
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}
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#[derive(Resource)]
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struct Animations {
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animations: Vec<AnimationNodeIndex>,
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#[allow(dead_code)]
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graph: Handle<AnimationGraph>,
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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 meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut graphs: ResMut<Assets<AnimationGraph>>,
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) {
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// Build the animation graph
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let (graph, node_indices) = AnimationGraph::from_clips([
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asset_server.load(GltfAssetLabel::Animation(2).from_asset(FOX_PATH)),
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asset_server.load(GltfAssetLabel::Animation(1).from_asset(FOX_PATH)),
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asset_server.load(GltfAssetLabel::Animation(0).from_asset(FOX_PATH)),
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]);
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// Insert a resource with the current scene information
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let graph_handle = graphs.add(graph);
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commands.insert_resource(Animations {
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animations: node_indices,
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graph: graph_handle,
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});
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// Camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(100.0, 100.0, 150.0)
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.looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
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..default()
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});
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// Plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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));
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// Light
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commands.spawn((
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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CascadeShadowConfigBuilder {
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first_cascade_far_bound: 200.0,
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maximum_distance: 400.0,
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..default()
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}
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.build(),
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));
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// Fox
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commands.spawn(SceneBundle {
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scene: asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH)),
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..default()
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});
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println!("Animation controls:");
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println!(" - spacebar: play / pause");
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println!(" - arrow up / down: speed up / slow down animation playback");
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println!(" - arrow left / right: seek backward / forward");
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println!(" - digit 1 / 3 / 5: play the animation <digit> times");
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println!(" - L: loop the animation forever");
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println!(" - return: change animation");
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}
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// An `AnimationPlayer` is automatically added to the scene when it's ready.
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// When the player is added, start the animation.
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fn setup_scene_once_loaded(
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mut commands: Commands,
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animations: Res<Animations>,
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mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
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) {
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for (entity, mut player) in &mut players {
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let mut transitions = AnimationTransitions::new();
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// Make sure to start the animation via the `AnimationTransitions`
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// component. The `AnimationTransitions` component wants to manage all
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// the animations and will get confused if the animations are started
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// directly via the `AnimationPlayer`.
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transitions
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.play(&mut player, animations.animations[0], Duration::ZERO)
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.repeat();
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commands
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.entity(entity)
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.insert(animations.graph.clone())
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.insert(transitions);
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}
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}
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fn keyboard_animation_control(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
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animations: Res<Animations>,
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mut current_animation: Local<usize>,
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) {
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for (mut player, mut transitions) in &mut animation_players {
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let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
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continue;
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};
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if keyboard_input.just_pressed(KeyCode::Space) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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if playing_animation.is_paused() {
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playing_animation.resume();
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} else {
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playing_animation.pause();
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}
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}
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if keyboard_input.just_pressed(KeyCode::ArrowUp) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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let speed = playing_animation.speed();
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playing_animation.set_speed(speed * 1.2);
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}
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if keyboard_input.just_pressed(KeyCode::ArrowDown) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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let speed = playing_animation.speed();
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playing_animation.set_speed(speed * 0.8);
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}
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if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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let elapsed = playing_animation.seek_time();
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playing_animation.seek_to(elapsed - 0.1);
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}
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if keyboard_input.just_pressed(KeyCode::ArrowRight) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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let elapsed = playing_animation.seek_time();
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playing_animation.seek_to(elapsed + 0.1);
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}
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if keyboard_input.just_pressed(KeyCode::Enter) {
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*current_animation = (*current_animation + 1) % animations.animations.len();
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transitions
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.play(
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&mut player,
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animations.animations[*current_animation],
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Duration::from_millis(250),
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)
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.repeat();
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}
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if keyboard_input.just_pressed(KeyCode::Digit1) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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playing_animation
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.set_repeat(RepeatAnimation::Count(1))
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.replay();
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}
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if keyboard_input.just_pressed(KeyCode::Digit3) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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playing_animation
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.set_repeat(RepeatAnimation::Count(3))
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.replay();
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}
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if keyboard_input.just_pressed(KeyCode::Digit5) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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playing_animation
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.set_repeat(RepeatAnimation::Count(5))
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.replay();
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}
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if keyboard_input.just_pressed(KeyCode::KeyL) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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playing_animation.set_repeat(RepeatAnimation::Forever);
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}
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}
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}
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