Currently, when the `FloatingOrigin` component is removed from one
entity and added to another, no `GlobalTransform`s are updated. This can
cause problems for things like switching between playable characters
that are in different `GridCell`s.
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Co-authored-by: Aevyrie <aevyrie@gmail.com>
I ran into an issue when trying to add the transform propagation systems
to a schedule more than once. The app would panic because there was more
than one instance of `propagate_transforms::<P>` and
`recenter_transform_on_grid::<P>` in the system graph, so Bevy didn't
know how to actually resolve the dependencies. By using a `SystemSet`,
we can avoid this issue nicely.
Unfortunately, I couldn't come up with a good name for the set, so I
decided to stick the definition inside the `build()` method itself. That
way at least the poor naming won't be exposed 😛. It still feels a little
icky to me though.
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Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Pyxrs <simplycmd00@gmail.com>