Prepare for additional camera angles

main
Elijah C. Voigt 1 year ago
parent d045800ae3
commit 5604796328

@ -234,8 +234,10 @@ width_px = 400.0
[display3d.models.animations] [display3d.models.animations]
intro_a = "GameCamIntro1" intro_a = "GameCamIntro1"
intro_b = "GameCamIntro2" intro_b = "GameCamIntro2"
turn_b = "GameCamSide2>1" turn_b = "GameCamSide2>1"
turn_a = "GameCamSide1>2" turn_b_sight = "GameCamSide2.1>1"
turn_a = "GameCamSide1>2"
turn_a_sight = "GameCamSide1.1>2"
[display3d.models.animations.pick_up] [display3d.models.animations.pick_up]
PawnBlue = "PawnBluePiecePickup" PawnBlue = "PawnBluePiecePickup"

BIN
assets/models/Martian Chess.glb (Stored with Git LFS)

Binary file not shown.

@ -1005,20 +1005,12 @@ fn switch_sides(
players.iter_mut().for_each(|mut player| { players.iter_mut().for_each(|mut player| {
debug!("Switching sides"); debug!("Switching sides");
let animation = match state.get() { let animation_key = match state.get() {
game::TurnState(game::Side::A) => gltf.named_animations.get( game::TurnState(game::Side::A) => "display3d_models_animations_turn_a_sight",
tweak game::TurnState(game::Side::B) => "display3d_models_animations_turn_b_sight",
.get::<String>("display3d_models_animations_turn_a")
.unwrap()
.as_str(),
),
game::TurnState(game::Side::B) => gltf.named_animations.get(
tweak
.get::<String>("display3d_models_animations_turn_b")
.unwrap()
.as_str(),
),
}; };
let animation_val = tweak.get::<String>(animation_key).unwrap();
let animation = gltf.named_animations.get(animation_val.as_str());
player.start_with_transition( player.start_with_transition(
animation.expect("Camera Transition Animation").clone(), animation.expect("Camera Transition Animation").clone(),
Duration::from_secs_f32(1.00), Duration::from_secs_f32(1.00),

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