Struct amethyst_animation::AnimationControlSystem [−][src]
System for setting up animations, should run before SamplerInterpolationSystem
.
Will process all active AnimationControl
+ AnimationHierarchy
, and do processing of the
animations they describe. If an animation only targets a single node/entity, there is no need
for AnimationHierarchy
.
Type parameters:
I
: identifier type for running animations, only one animation can be run at the same time with the same idT
: the component type that the animation should be applied to
Methods
impl<I, T> AnimationControlSystem<I, T> where
I: Eq + Hash,
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impl<I, T> AnimationControlSystem<I, T> where
I: Eq + Hash,
Trait Implementations
impl<I: Default, T: Default> Default for AnimationControlSystem<I, T> where
I: Eq + Hash,
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impl<I: Default, T: Default> Default for AnimationControlSystem<I, T> where
I: Eq + Hash,
fn default() -> AnimationControlSystem<I, T>
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fn default() -> AnimationControlSystem<I, T>
Returns the "default value" for a type. Read more
impl<'a, I, T> System<'a> for AnimationControlSystem<I, T> where
I: PartialEq + Eq + Hash + Copy + Send + Sync + 'static,
T: AnimationSampling + Component + Clone,
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impl<'a, I, T> System<'a> for AnimationControlSystem<I, T> where
I: PartialEq + Eq + Hash + Copy + Send + Sync + 'static,
T: AnimationSampling + Component + Clone,
type SystemData = (Entities<'a>, Read<'a, AssetStorage<Animation<T>>>, Read<'a, AssetStorage<Sampler<T::Primitive>>>, WriteStorage<'a, AnimationControlSet<I, T>>, WriteStorage<'a, SamplerControlSet<T>>, ReadStorage<'a, AnimationHierarchy<T>>, ReadStorage<'a, T>, WriteStorage<'a, RestState<T>>, <T as ApplyData<'a>>::ApplyData)
The resource bundle required to execute this system. Read more
fn run(&mut self, data: Self::SystemData)
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fn run(&mut self, data: Self::SystemData)
Executes the system with the required system data. Read more
fn setup(&mut self, res: &mut Resources)
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fn setup(&mut self, res: &mut Resources)
Sets up the Resources
using Self::SystemData::setup
.
fn running_time(&self) -> RunningTime
fn running_time(&self) -> RunningTime
Returns a hint how long the system needs for running. This is used to optimize the way they're executed (might allow more parallelization). Read more
fn accessor(&'b self) -> AccessorCow<'a, 'b, Self>
fn accessor(&'b self) -> AccessorCow<'a, 'b, Self>
Return the accessor from the [SystemData
].
Auto Trait Implementations
impl<I, T> Send for AnimationControlSystem<I, T> where
I: Send,
T: Send,
impl<I, T> Send for AnimationControlSystem<I, T> where
I: Send,
T: Send,
impl<I, T> Sync for AnimationControlSystem<I, T> where
I: Sync,
T: Sync,
impl<I, T> Sync for AnimationControlSystem<I, T> where
I: Sync,
T: Sync,