//! Cutscene handling
//!//! Cuz I want to.
#![allow(dead_code)]usestd::time::Duration;usebevy::prelude::*;/// A cutscene is a number of tracks running in parallel
pubstructCutscene{tracks:Vec<Track>,
}pubstructTrack{steps:Vec<Step>,
ending: Ending,
}pubstructStep{action: StepAction,
duration: Duration,
parallel:bool,
}pubenumStepAction{/// Do nothing.
Wait,// TODO *who?*
/// Place a participant at a location
Place(Vec2),/// Move a participant at a certain velocity
Move { velocity: Vec2 },}#[derive(Default)]pubenumEnding{/// Fade the scene out, then reset to scene state before the
/// cutscene happened.
#[default]
End,/// End the cutscene, without resetting any state
Cut,}