use super::Transform;
use hecs::Entity;
/// A component that allows an entity to be animated.
/// Usually added by `gltf_loader` if the node contains animation data.
#[derive(Debug, Clone, PartialEq)]
pub struct AnimationTarget {
/// The entity that is controlling this animation
pub controller: Entity,
/// The transforms that will be applied to this entity
pub animations: Vec<Vec<Transform>>,
}