 599e5e4e76
			
		
	
	
		599e5e4e76
		
			
		
	
	
	
	
		
			
			# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
		
			
				
	
	
		
			159 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			159 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Plays animations from a skinned glTF.
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| 
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| use std::f32::consts::PI;
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| use std::time::Duration;
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| 
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| use bevy::{animation::RepeatAnimation, pbr::CascadeShadowConfigBuilder, prelude::*};
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| 
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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(
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|             Update,
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|             (setup_scene_once_loaded, keyboard_animation_control),
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|         )
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|         .run();
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| }
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| 
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| #[derive(Resource)]
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| struct Animations(Vec<Handle<AnimationClip>>);
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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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| ) {
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|     // Insert a resource with the current scene information
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|     commands.insert_resource(Animations(vec![
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|         asset_server.load("models/animated/Fox.glb#Animation2"),
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|         asset_server.load("models/animated/Fox.glb#Animation1"),
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|         asset_server.load("models/animated/Fox.glb#Animation0"),
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|     ]));
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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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| 
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|     // Plane
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0)),
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|         material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
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|         ..default()
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|     });
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| 
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|     // Light
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|     commands.spawn(DirectionalLightBundle {
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|         transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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|         directional_light: DirectionalLight {
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         cascade_shadow_config: 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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|         .into(),
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|         ..default()
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|     });
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| 
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|     // Fox
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|     commands.spawn(SceneBundle {
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|         scene: asset_server.load("models/animated/Fox.glb#Scene0"),
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|         ..default()
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|     });
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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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| 
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| // Once the scene is loaded, start the animation
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| fn setup_scene_once_loaded(
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|     animations: Res<Animations>,
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|     mut players: Query<&mut AnimationPlayer, Added<AnimationPlayer>>,
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| ) {
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|     for mut player in &mut players {
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|         player.play(animations.0[0].clone_weak()).repeat();
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|     }
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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>,
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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 in &mut animation_players {
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|         if keyboard_input.just_pressed(KeyCode::Space) {
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|             if player.is_paused() {
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|                 player.resume();
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|             } else {
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|                 player.pause();
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|             }
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::ArrowUp) {
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|             let speed = player.speed();
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|             player.set_speed(speed * 1.2);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::ArrowDown) {
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|             let speed = player.speed();
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|             player.set_speed(speed * 0.8);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
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|             let elapsed = player.seek_time();
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|             player.seek_to(elapsed - 0.1);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::ArrowRight) {
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|             let elapsed = player.seek_time();
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|             player.seek_to(elapsed + 0.1);
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|         }
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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.0.len();
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|             player
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|                 .play_with_transition(
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|                     animations.0[*current_animation].clone_weak(),
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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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| 
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|         if keyboard_input.just_pressed(KeyCode::Digit1) {
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|             player.set_repeat(RepeatAnimation::Count(1));
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|             player.replay();
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Digit3) {
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|             player.set_repeat(RepeatAnimation::Count(3));
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|             player.replay();
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Digit5) {
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|             player.set_repeat(RepeatAnimation::Count(5));
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|             player.replay();
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::KeyL) {
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|             player.set_repeat(RepeatAnimation::Forever);
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|         }
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|     }
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| }
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