This is an implementation of RFC #51: https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md Note that the implementation strategy is different from the one outlined in that RFC, because two-phase animation has now landed. # Objective Bevy needs animation blending. The RFC for this is [RFC 51]. ## Solution This is an implementation of the RFC. Note that the implementation strategy is different from the one outlined there, because two-phase animation has now landed. This is just a draft to get the conversation started. Currently we're missing a few things: - [x] A fully-fleshed-out mechanism for transitions - [x] A serialization format for `AnimationGraph`s - [x] Examples are broken, other than `animated_fox` - [x] Documentation --- ## Changelog ### Added * The `AnimationPlayer` has been reworked to support blending multiple animations together through an `AnimationGraph`, and as such will no longer function unless a `Handle<AnimationGraph>` has been added to the entity containing the player. See [RFC 51] for more details. * Transition functionality has moved from the `AnimationPlayer` to a new component, `AnimationTransitions`, which works in tandem with the `AnimationGraph`. ## Migration Guide * `AnimationPlayer`s can no longer play animations by themselves and need to be paired with a `Handle<AnimationGraph>`. Code that was using `AnimationPlayer` to play animations will need to create an `AnimationGraph` asset first, add a node for the clip (or clips) you want to play, and then supply the index of that node to the `AnimationPlayer`'s `play` method. * The `AnimationPlayer::play_with_transition()` method has been removed and replaced with the `AnimationTransitions` component. If you were previously using `AnimationPlayer::play_with_transition()`, add all animations that you were playing to the `AnimationGraph`, and create an `AnimationTransitions` component to manage the blending between them. [RFC 51]: https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
		
			
				
	
	
		
			214 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			214 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Plays animations from a skinned glTF.
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use std::f32::consts::PI;
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use std::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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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 mut graph = AnimationGraph::new();
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    let animations = graph
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        .add_clips(
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            [
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                "models/animated/Fox.glb#Animation2",
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                "models/animated/Fox.glb#Animation1",
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                "models/animated/Fox.glb#Animation0",
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            ]
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            .into_iter()
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            .map(|path| asset_server.load(path)),
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            1.0,
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            graph.root,
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        )
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        .collect();
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    // Insert a resource with the current scene information
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    let graph = graphs.add(graph);
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    commands.insert_resource(Animations {
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        animations,
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        graph: graph.clone(),
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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(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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    // 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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    // 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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    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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// Once the scene is loaded, 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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