pub struct AnimationPlayer { /* private fields */ }Expand description
Animation controls.
Automatically added to any root animations of a scene when it is spawned.
Implementations§
Source§impl AnimationPlayer
impl AnimationPlayer
Sourcepub fn start(&mut self, animation: NodeIndex) -> &mut ActiveAnimation
pub fn start(&mut self, animation: NodeIndex) -> &mut ActiveAnimation
Start playing an animation, restarting it if necessary.
Sourcepub fn play(&mut self, animation: NodeIndex) -> &mut ActiveAnimation
pub fn play(&mut self, animation: NodeIndex) -> &mut ActiveAnimation
Start playing an animation, unless the requested animation is already playing.
Examples found in repository?
515fn play_animations(
516 mut commands: Commands,
517 assets: Res<ExampleAssets>,
518 mut players: Query<(Entity, &mut AnimationPlayer), Without<AnimationGraphHandle>>,
519) {
520 for (entity, mut player) in players.iter_mut() {
521 commands
522 .entity(entity)
523 .insert(AnimationGraphHandle(assets.fox_animation_graph.clone()));
524 player.play(assets.fox_animation_node).repeat();
525 }
526}More examples
379fn init_animations(
380 mut commands: Commands,
381 mut query: Query<(Entity, &mut AnimationPlayer)>,
382 animation_graph: Res<ExampleAnimationGraph>,
383 mut done: Local<bool>,
384) {
385 if *done {
386 return;
387 }
388
389 for (entity, mut player) in query.iter_mut() {
390 commands.entity(entity).insert((
391 AnimationGraphHandle(animation_graph.0.clone()),
392 ExampleAnimationWeights::default(),
393 ));
394 for &node_index in &CLIP_NODE_INDICES {
395 player.play(node_index.into()).repeat();
396 }
397
398 *done = true;
399 }
400}
401
402/// Read cursor position relative to clip nodes, allowing the user to change weights
403/// when dragging the node UI widgets.
404fn handle_weight_drag(
405 mut interaction_query: Query<(&Interaction, &RelativeCursorPosition, &ClipNode)>,
406 mut animation_weights_query: Query<&mut ExampleAnimationWeights>,
407) {
408 for (interaction, relative_cursor, clip_node) in &mut interaction_query {
409 if !matches!(*interaction, Interaction::Pressed) {
410 continue;
411 }
412
413 let Some(pos) = relative_cursor.normalized else {
414 continue;
415 };
416
417 for mut animation_weights in animation_weights_query.iter_mut() {
418 animation_weights.weights[clip_node.index] = pos.x.clamp(0., 1.);
419 }
420 }
421}
422
423// Updates the UI based on the weights that the user has chosen.
424fn update_ui(
425 mut text_query: Query<&mut Text>,
426 mut background_query: Query<&mut Node, Without<Text>>,
427 container_query: Query<(&Children, &ClipNode)>,
428 animation_weights_query: Query<&ExampleAnimationWeights, Changed<ExampleAnimationWeights>>,
429) {
430 for animation_weights in animation_weights_query.iter() {
431 for (children, clip_node) in &container_query {
432 // Draw the green background color to visually indicate the weight.
433 let mut bg_iter = background_query.iter_many_mut(children);
434 if let Some(mut node) = bg_iter.fetch_next() {
435 // All nodes are the same width, so `NODE_RECTS[0]` is as good as any other.
436 node.width = px(NODE_RECTS[0].width * animation_weights.weights[clip_node.index]);
437 }
438
439 // Update the node labels with the current weights.
440 let mut text_iter = text_query.iter_many_mut(children);
441 if let Some(mut text) = text_iter.fetch_next() {
442 **text = format!(
443 "{}\n{:.2}",
444 clip_node.text, animation_weights.weights[clip_node.index]
445 );
446 }
447 }
448 }
449}
450
451/// Takes the weights that were set in the UI and assigns them to the actual
452/// playing animation.
453fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
454 for (mut animation_player, animation_weights) in query.iter_mut() {
455 for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
456 .iter()
457 .zip(animation_weights.weights.iter())
458 {
459 // If the animation happens to be no longer active, restart it.
460 if !animation_player.is_playing_animation(animation_node_index.into()) {
461 animation_player.play(animation_node_index.into());
462 }
463
464 // Set the weight.
465 if let Some(active_animation) =
466 animation_player.animation_mut(animation_node_index.into())
467 {
468 active_animation.set_weight(animation_weight);
469 }
470 }
471 }
472}58fn play_animation_when_ready(
59 scene_ready: On<WorldInstanceReady>,
60 mut commands: Commands,
61 children: Query<&Children>,
62 animations_to_play: Query<&AnimationToPlay>,
63 mut players: Query<&mut AnimationPlayer>,
64) {
65 if let Ok(animation_to_play) = animations_to_play.get(scene_ready.entity) {
66 for child in children.iter_descendants(scene_ready.entity) {
67 if let Ok(mut player) = players.get_mut(child) {
68 player.play(animation_to_play.index).repeat();
69
70 commands
71 .entity(child)
72 .insert(AnimationGraphHandle(animation_to_play.graph_handle.clone()));
73 }
74 }
75 }
76}97fn play_animation(
98 trigger: On<WorldInstanceReady>,
99 mut commands: Commands,
100 children: Query<&Children>,
101 animations: Query<&PendingAnimation>,
102 mut players: Query<&mut AnimationPlayer>,
103) {
104 if let Ok(PendingAnimation((graph_handle, graph_node_index))) = animations.get(trigger.entity) {
105 for child in children.iter_descendants(trigger.entity) {
106 if let Ok(mut player) = players.get_mut(child) {
107 player.play(*graph_node_index).set_speed(0.6).repeat();
108
109 commands
110 .entity(child)
111 .insert(AnimationGraphHandle(graph_handle.clone()));
112 }
113 }
114 }
115
116 commands.entity(trigger.entity).remove::<PendingAnimation>();
117}251fn setup_scene_once_loaded(
252 scene_ready: On<WorldInstanceReady>,
253 animations: Res<Animations>,
254 foxes: Res<Foxes>,
255 mut commands: Commands,
256 children: Query<&Children>,
257 mut players: Query<&mut AnimationPlayer>,
258) {
259 for child in children.iter_descendants(scene_ready.entity) {
260 if let Ok(mut player) = players.get_mut(child) {
261 let playing_animation = player.play(animations.node_indices[0]).repeat();
262 if !foxes.sync {
263 playing_animation.seek_to(scene_ready.entity.index_u32() as f32 / 10.0);
264 }
265 commands.entity(child).insert((
266 AnimationGraphHandle(animations.graph.clone()),
267 AnimationTransitions::default(),
268 ));
269 }
270 }
271}366fn play_animation(
367 trigger: On<WorldInstanceReady>,
368 mut commands: Commands,
369 args: Res<Args>,
370 children: Query<&Children>,
371 animations_to_play: Query<&AnimationToPlay>,
372 mut players: Query<&mut AnimationPlayer>,
373) {
374 if args.weights == ArgWeights::Animated
375 && let Ok(animation_to_play) = animations_to_play.get(trigger.entity)
376 {
377 for child in children.iter_descendants(trigger.entity) {
378 if let Ok(mut player) = players.get_mut(child) {
379 commands
380 .entity(child)
381 .insert(AnimationGraphHandle(animation_to_play.graph_handle.clone()));
382
383 player
384 .play(animation_to_play.index)
385 .repeat()
386 .set_speed(animation_to_play.speed);
387 }
388 }
389 }
390}Sourcepub fn stop(&mut self, animation: NodeIndex) -> &mut AnimationPlayer
pub fn stop(&mut self, animation: NodeIndex) -> &mut AnimationPlayer
Stops playing the given animation, removing it from the list of playing animations.
Sourcepub fn stop_all(&mut self) -> &mut AnimationPlayer
pub fn stop_all(&mut self) -> &mut AnimationPlayer
Stops all currently-playing animations.
Sourcepub fn playing_animations(
&self,
) -> impl Iterator<Item = (&NodeIndex, &ActiveAnimation)>
pub fn playing_animations( &self, ) -> impl Iterator<Item = (&NodeIndex, &ActiveAnimation)>
Iterates through all animations that this AnimationPlayer is
currently playing.
Examples found in repository?
165fn keyboard_control(
166 keyboard_input: Res<ButtonInput<KeyCode>>,
167 mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
168 animations: Res<Animations>,
169 mut current_animation: Local<usize>,
170) {
171 for (mut player, mut transitions) in &mut animation_players {
172 let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
173 continue;
174 };
175
176 if keyboard_input.just_pressed(KeyCode::Space) {
177 let playing_animation = player.animation_mut(playing_animation_index).unwrap();
178 if playing_animation.is_paused() {
179 playing_animation.resume();
180 } else {
181 playing_animation.pause();
182 }
183 }
184
185 if keyboard_input.just_pressed(KeyCode::ArrowUp) {
186 let playing_animation = player.animation_mut(playing_animation_index).unwrap();
187 let speed = playing_animation.speed();
188 playing_animation.set_speed(speed * 1.2);
189 }
190
191 if keyboard_input.just_pressed(KeyCode::ArrowDown) {
192 let playing_animation = player.animation_mut(playing_animation_index).unwrap();
193 let speed = playing_animation.speed();
194 playing_animation.set_speed(speed * 0.8);
195 }
196
197 if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
198 let playing_animation = player.animation_mut(playing_animation_index).unwrap();
199 let elapsed = playing_animation.seek_time();
200 playing_animation.seek_to(elapsed - 0.1);
201 }
202
203 if keyboard_input.just_pressed(KeyCode::ArrowRight) {
204 let playing_animation = player.animation_mut(playing_animation_index).unwrap();
205 let elapsed = playing_animation.seek_time();
206 playing_animation.seek_to(elapsed + 0.1);
207 }
208
209 if keyboard_input.just_pressed(KeyCode::Enter) {
210 *current_animation = (*current_animation + 1) % animations.animations.len();
211
212 transitions
213 .play(
214 &mut player,
215 animations.animations[*current_animation],
216 Duration::from_millis(250),
217 )
218 .repeat();
219 }
220
221 if keyboard_input.just_pressed(KeyCode::Digit1) {
222 let playing_animation = player.animation_mut(playing_animation_index).unwrap();
223 playing_animation
224 .set_repeat(RepeatAnimation::Count(1))
225 .replay();
226 }
227
228 if keyboard_input.just_pressed(KeyCode::Digit2) {
229 let playing_animation = player.animation_mut(playing_animation_index).unwrap();
230 playing_animation
231 .set_repeat(RepeatAnimation::Count(2))
232 .replay();
233 }
234
235 if keyboard_input.just_pressed(KeyCode::Digit3) {
236 let playing_animation = player.animation_mut(playing_animation_index).unwrap();
237 playing_animation
238 .set_repeat(RepeatAnimation::Count(3))
239 .replay();
240 }
241
242 if keyboard_input.just_pressed(KeyCode::KeyL) {
243 let playing_animation = player.animation_mut(playing_animation_index).unwrap();
244 playing_animation.set_repeat(RepeatAnimation::Forever);
245 }
246 }
247}Sourcepub fn playing_animations_mut(
&mut self,
) -> impl Iterator<Item = (&NodeIndex, &mut ActiveAnimation)>
pub fn playing_animations_mut( &mut self, ) -> impl Iterator<Item = (&NodeIndex, &mut ActiveAnimation)>
Iterates through all animations that this AnimationPlayer is
currently playing, mutably.
Sourcepub fn is_playing_animation(&self, animation: NodeIndex) -> bool
pub fn is_playing_animation(&self, animation: NodeIndex) -> bool
Returns true if the animation is currently playing or paused, or false if the animation is stopped.
Examples found in repository?
453fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
454 for (mut animation_player, animation_weights) in query.iter_mut() {
455 for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
456 .iter()
457 .zip(animation_weights.weights.iter())
458 {
459 // If the animation happens to be no longer active, restart it.
460 if !animation_player.is_playing_animation(animation_node_index.into()) {
461 animation_player.play(animation_node_index.into());
462 }
463
464 // Set the weight.
465 if let Some(active_animation) =
466 animation_player.animation_mut(animation_node_index.into())
467 {
468 active_animation.set_weight(animation_weight);
469 }
470 }
471 }
472}Sourcepub fn all_finished(&self) -> bool
pub fn all_finished(&self) -> bool
Check if all playing animations have finished, according to the repetition behavior.
Sourcepub fn all_paused(&self) -> bool
pub fn all_paused(&self) -> bool
Check if all playing animations are paused.
Examples found in repository?
289fn keyboard_animation_control(
290 keyboard_input: Res<ButtonInput<KeyCode>>,
291 mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
292 animations: Res<Animations>,
293 mut current_animation: Local<usize>,
294 mut foxes: ResMut<Foxes>,
295) {
296 if keyboard_input.just_pressed(KeyCode::Space) {
297 foxes.moving = !foxes.moving;
298 }
299
300 if keyboard_input.just_pressed(KeyCode::ArrowUp) {
301 foxes.speed *= 1.25;
302 }
303
304 if keyboard_input.just_pressed(KeyCode::ArrowDown) {
305 foxes.speed *= 0.8;
306 }
307
308 if keyboard_input.just_pressed(KeyCode::Enter) {
309 *current_animation = (*current_animation + 1) % animations.node_indices.len();
310 }
311
312 for (mut player, mut transitions) in &mut animation_player {
313 if keyboard_input.just_pressed(KeyCode::Space) {
314 if player.all_paused() {
315 player.resume_all();
316 } else {
317 player.pause_all();
318 }
319 }
320
321 if keyboard_input.just_pressed(KeyCode::ArrowUp) {
322 player.adjust_speeds(1.25);
323 }
324
325 if keyboard_input.just_pressed(KeyCode::ArrowDown) {
326 player.adjust_speeds(0.8);
327 }
328
329 if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
330 player.seek_all_by(-0.1);
331 }
332
333 if keyboard_input.just_pressed(KeyCode::ArrowRight) {
334 player.seek_all_by(0.1);
335 }
336
337 if keyboard_input.just_pressed(KeyCode::Enter) {
338 transitions
339 .play(
340 &mut player,
341 animations.node_indices[*current_animation],
342 Duration::from_millis(250),
343 )
344 .repeat();
345 }
346 }
347}Sourcepub fn pause_all(&mut self) -> &mut AnimationPlayer
pub fn pause_all(&mut self) -> &mut AnimationPlayer
Pause all playing animations.
Examples found in repository?
289fn keyboard_animation_control(
290 keyboard_input: Res<ButtonInput<KeyCode>>,
291 mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
292 animations: Res<Animations>,
293 mut current_animation: Local<usize>,
294 mut foxes: ResMut<Foxes>,
295) {
296 if keyboard_input.just_pressed(KeyCode::Space) {
297 foxes.moving = !foxes.moving;
298 }
299
300 if keyboard_input.just_pressed(KeyCode::ArrowUp) {
301 foxes.speed *= 1.25;
302 }
303
304 if keyboard_input.just_pressed(KeyCode::ArrowDown) {
305 foxes.speed *= 0.8;
306 }
307
308 if keyboard_input.just_pressed(KeyCode::Enter) {
309 *current_animation = (*current_animation + 1) % animations.node_indices.len();
310 }
311
312 for (mut player, mut transitions) in &mut animation_player {
313 if keyboard_input.just_pressed(KeyCode::Space) {
314 if player.all_paused() {
315 player.resume_all();
316 } else {
317 player.pause_all();
318 }
319 }
320
321 if keyboard_input.just_pressed(KeyCode::ArrowUp) {
322 player.adjust_speeds(1.25);
323 }
324
325 if keyboard_input.just_pressed(KeyCode::ArrowDown) {
326 player.adjust_speeds(0.8);
327 }
328
329 if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
330 player.seek_all_by(-0.1);
331 }
332
333 if keyboard_input.just_pressed(KeyCode::ArrowRight) {
334 player.seek_all_by(0.1);
335 }
336
337 if keyboard_input.just_pressed(KeyCode::Enter) {
338 transitions
339 .play(
340 &mut player,
341 animations.node_indices[*current_animation],
342 Duration::from_millis(250),
343 )
344 .repeat();
345 }
346 }
347}Sourcepub fn resume_all(&mut self) -> &mut AnimationPlayer
pub fn resume_all(&mut self) -> &mut AnimationPlayer
Resume all active animations.
Examples found in repository?
289fn keyboard_animation_control(
290 keyboard_input: Res<ButtonInput<KeyCode>>,
291 mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
292 animations: Res<Animations>,
293 mut current_animation: Local<usize>,
294 mut foxes: ResMut<Foxes>,
295) {
296 if keyboard_input.just_pressed(KeyCode::Space) {
297 foxes.moving = !foxes.moving;
298 }
299
300 if keyboard_input.just_pressed(KeyCode::ArrowUp) {
301 foxes.speed *= 1.25;
302 }
303
304 if keyboard_input.just_pressed(KeyCode::ArrowDown) {
305 foxes.speed *= 0.8;
306 }
307
308 if keyboard_input.just_pressed(KeyCode::Enter) {
309 *current_animation = (*current_animation + 1) % animations.node_indices.len();
310 }
311
312 for (mut player, mut transitions) in &mut animation_player {
313 if keyboard_input.just_pressed(KeyCode::Space) {
314 if player.all_paused() {
315 player.resume_all();
316 } else {
317 player.pause_all();
318 }
319 }
320
321 if keyboard_input.just_pressed(KeyCode::ArrowUp) {
322 player.adjust_speeds(1.25);
323 }
324
325 if keyboard_input.just_pressed(KeyCode::ArrowDown) {
326 player.adjust_speeds(0.8);
327 }
328
329 if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
330 player.seek_all_by(-0.1);
331 }
332
333 if keyboard_input.just_pressed(KeyCode::ArrowRight) {
334 player.seek_all_by(0.1);
335 }
336
337 if keyboard_input.just_pressed(KeyCode::Enter) {
338 transitions
339 .play(
340 &mut player,
341 animations.node_indices[*current_animation],
342 Duration::from_millis(250),
343 )
344 .repeat();
345 }
346 }
347}Sourcepub fn rewind_all(&mut self) -> &mut AnimationPlayer
pub fn rewind_all(&mut self) -> &mut AnimationPlayer
Rewinds all active animations.
Sourcepub fn adjust_speeds(&mut self, factor: f32) -> &mut AnimationPlayer
pub fn adjust_speeds(&mut self, factor: f32) -> &mut AnimationPlayer
Multiplies the speed of all active animations by the given factor.
Examples found in repository?
289fn keyboard_animation_control(
290 keyboard_input: Res<ButtonInput<KeyCode>>,
291 mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
292 animations: Res<Animations>,
293 mut current_animation: Local<usize>,
294 mut foxes: ResMut<Foxes>,
295) {
296 if keyboard_input.just_pressed(KeyCode::Space) {
297 foxes.moving = !foxes.moving;
298 }
299
300 if keyboard_input.just_pressed(KeyCode::ArrowUp) {
301 foxes.speed *= 1.25;
302 }
303
304 if keyboard_input.just_pressed(KeyCode::ArrowDown) {
305 foxes.speed *= 0.8;
306 }
307
308 if keyboard_input.just_pressed(KeyCode::Enter) {
309 *current_animation = (*current_animation + 1) % animations.node_indices.len();
310 }
311
312 for (mut player, mut transitions) in &mut animation_player {
313 if keyboard_input.just_pressed(KeyCode::Space) {
314 if player.all_paused() {
315 player.resume_all();
316 } else {
317 player.pause_all();
318 }
319 }
320
321 if keyboard_input.just_pressed(KeyCode::ArrowUp) {
322 player.adjust_speeds(1.25);
323 }
324
325 if keyboard_input.just_pressed(KeyCode::ArrowDown) {
326 player.adjust_speeds(0.8);
327 }
328
329 if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
330 player.seek_all_by(-0.1);
331 }
332
333 if keyboard_input.just_pressed(KeyCode::ArrowRight) {
334 player.seek_all_by(0.1);
335 }
336
337 if keyboard_input.just_pressed(KeyCode::Enter) {
338 transitions
339 .play(
340 &mut player,
341 animations.node_indices[*current_animation],
342 Duration::from_millis(250),
343 )
344 .repeat();
345 }
346 }
347}Sourcepub fn seek_all_by(&mut self, amount: f32) -> &mut AnimationPlayer
pub fn seek_all_by(&mut self, amount: f32) -> &mut AnimationPlayer
Seeks all active animations forward or backward by the same amount.
To seek forward, pass a positive value; to seek negative, pass a negative value. Values below 0.0 or beyond the end of the animation clip are clamped appropriately.
Examples found in repository?
289fn keyboard_animation_control(
290 keyboard_input: Res<ButtonInput<KeyCode>>,
291 mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
292 animations: Res<Animations>,
293 mut current_animation: Local<usize>,
294 mut foxes: ResMut<Foxes>,
295) {
296 if keyboard_input.just_pressed(KeyCode::Space) {
297 foxes.moving = !foxes.moving;
298 }
299
300 if keyboard_input.just_pressed(KeyCode::ArrowUp) {
301 foxes.speed *= 1.25;
302 }
303
304 if keyboard_input.just_pressed(KeyCode::ArrowDown) {
305 foxes.speed *= 0.8;
306 }
307
308 if keyboard_input.just_pressed(KeyCode::Enter) {
309 *current_animation = (*current_animation + 1) % animations.node_indices.len();
310 }
311
312 for (mut player, mut transitions) in &mut animation_player {
313 if keyboard_input.just_pressed(KeyCode::Space) {
314 if player.all_paused() {
315 player.resume_all();
316 } else {
317 player.pause_all();
318 }
319 }
320
321 if keyboard_input.just_pressed(KeyCode::ArrowUp) {
322 player.adjust_speeds(1.25);
323 }
324
325 if keyboard_input.just_pressed(KeyCode::ArrowDown) {
326 player.adjust_speeds(0.8);
327 }
328
329 if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
330 player.seek_all_by(-0.1);
331 }
332
333 if keyboard_input.just_pressed(KeyCode::ArrowRight) {
334 player.seek_all_by(0.1);
335 }
336
337 if keyboard_input.just_pressed(KeyCode::Enter) {
338 transitions
339 .play(
340 &mut player,
341 animations.node_indices[*current_animation],
342 Duration::from_millis(250),
343 )
344 .repeat();
345 }
346 }
347}Sourcepub fn animation(&self, animation: NodeIndex) -> Option<&ActiveAnimation>
pub fn animation(&self, animation: NodeIndex) -> Option<&ActiveAnimation>
Returns the ActiveAnimation associated with the given animation
node if it’s currently playing.
If the animation isn’t currently active, returns None.
Sourcepub fn animation_mut(
&mut self,
animation: NodeIndex,
) -> Option<&mut ActiveAnimation>
pub fn animation_mut( &mut self, animation: NodeIndex, ) -> Option<&mut ActiveAnimation>
Returns a mutable reference to the ActiveAnimation associated with
the given animation node if it’s currently active.
If the animation isn’t currently active, returns None.
Examples found in repository?
453fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
454 for (mut animation_player, animation_weights) in query.iter_mut() {
455 for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
456 .iter()
457 .zip(animation_weights.weights.iter())
458 {
459 // If the animation happens to be no longer active, restart it.
460 if !animation_player.is_playing_animation(animation_node_index.into()) {
461 animation_player.play(animation_node_index.into());
462 }
463
464 // Set the weight.
465 if let Some(active_animation) =
466 animation_player.animation_mut(animation_node_index.into())
467 {
468 active_animation.set_weight(animation_weight);
469 }
470 }
471 }
472}More examples
165fn keyboard_control(
166 keyboard_input: Res<ButtonInput<KeyCode>>,
167 mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
168 animations: Res<Animations>,
169 mut current_animation: Local<usize>,
170) {
171 for (mut player, mut transitions) in &mut animation_players {
172 let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
173 continue;
174 };
175
176 if keyboard_input.just_pressed(KeyCode::Space) {
177 let playing_animation = player.animation_mut(playing_animation_index).unwrap();
178 if playing_animation.is_paused() {
179 playing_animation.resume();
180 } else {
181 playing_animation.pause();
182 }
183 }
184
185 if keyboard_input.just_pressed(KeyCode::ArrowUp) {
186 let playing_animation = player.animation_mut(playing_animation_index).unwrap();
187 let speed = playing_animation.speed();
188 playing_animation.set_speed(speed * 1.2);
189 }
190
191 if keyboard_input.just_pressed(KeyCode::ArrowDown) {
192 let playing_animation = player.animation_mut(playing_animation_index).unwrap();
193 let speed = playing_animation.speed();
194 playing_animation.set_speed(speed * 0.8);
195 }
196
197 if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
198 let playing_animation = player.animation_mut(playing_animation_index).unwrap();
199 let elapsed = playing_animation.seek_time();
200 playing_animation.seek_to(elapsed - 0.1);
201 }
202
203 if keyboard_input.just_pressed(KeyCode::ArrowRight) {
204 let playing_animation = player.animation_mut(playing_animation_index).unwrap();
205 let elapsed = playing_animation.seek_time();
206 playing_animation.seek_to(elapsed + 0.1);
207 }
208
209 if keyboard_input.just_pressed(KeyCode::Enter) {
210 *current_animation = (*current_animation + 1) % animations.animations.len();
211
212 transitions
213 .play(
214 &mut player,
215 animations.animations[*current_animation],
216 Duration::from_millis(250),
217 )
218 .repeat();
219 }
220
221 if keyboard_input.just_pressed(KeyCode::Digit1) {
222 let playing_animation = player.animation_mut(playing_animation_index).unwrap();
223 playing_animation
224 .set_repeat(RepeatAnimation::Count(1))
225 .replay();
226 }
227
228 if keyboard_input.just_pressed(KeyCode::Digit2) {
229 let playing_animation = player.animation_mut(playing_animation_index).unwrap();
230 playing_animation
231 .set_repeat(RepeatAnimation::Count(2))
232 .replay();
233 }
234
235 if keyboard_input.just_pressed(KeyCode::Digit3) {
236 let playing_animation = player.animation_mut(playing_animation_index).unwrap();
237 playing_animation
238 .set_repeat(RepeatAnimation::Count(3))
239 .replay();
240 }
241
242 if keyboard_input.just_pressed(KeyCode::KeyL) {
243 let playing_animation = player.animation_mut(playing_animation_index).unwrap();
244 playing_animation.set_repeat(RepeatAnimation::Forever);
245 }
246 }
247}Trait Implementations§
Source§impl Clone for AnimationPlayer
impl Clone for AnimationPlayer
Source§fn clone(&self) -> AnimationPlayer
fn clone(&self) -> AnimationPlayer
Source§fn clone_from(&mut self, source: &AnimationPlayer)
fn clone_from(&mut self, source: &AnimationPlayer)
source. Read moreSource§impl Component for AnimationPlayer
impl Component for AnimationPlayer
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
Source§type Mutability = Mutable
type Mutability = Mutable
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<AnimationPlayer>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<AnimationPlayer>>
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§impl Default for AnimationPlayer
impl Default for AnimationPlayer
Source§fn default() -> AnimationPlayer
fn default() -> AnimationPlayer
Source§impl FromArg for AnimationPlayer
impl FromArg for AnimationPlayer
Source§impl FromReflect for AnimationPlayer
impl FromReflect for AnimationPlayer
Source§fn from_reflect(
reflect: &(dyn PartialReflect + 'static),
) -> Option<AnimationPlayer>
fn from_reflect( reflect: &(dyn PartialReflect + 'static), ) -> Option<AnimationPlayer>
Self from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self using,
constructing the value using from_reflect if that fails. Read moreSource§impl GetOwnership for AnimationPlayer
impl GetOwnership for AnimationPlayer
Source§impl GetTypeRegistration for AnimationPlayer
impl GetTypeRegistration for AnimationPlayer
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl IntoReturn for AnimationPlayer
impl IntoReturn for AnimationPlayer
Source§fn into_return<'into_return>(self) -> Return<'into_return>where
AnimationPlayer: 'into_return,
fn into_return<'into_return>(self) -> Return<'into_return>where
AnimationPlayer: 'into_return,
Source§impl PartialReflect for AnimationPlayer
impl PartialReflect for AnimationPlayer
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn try_apply(
&mut self,
value: &(dyn PartialReflect + 'static),
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fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>
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fn reflect_kind(&self) -> ReflectKind
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fn reflect_ref(&self) -> ReflectRef<'_>
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Source§fn reflect_owned(self: Box<AnimationPlayer>) -> ReflectOwned
fn reflect_owned(self: Box<AnimationPlayer>) -> ReflectOwned
Source§fn try_into_reflect(
self: Box<AnimationPlayer>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<AnimationPlayer>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
Source§fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
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fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
Source§fn into_partial_reflect(self: Box<AnimationPlayer>) -> Box<dyn PartialReflect>
fn into_partial_reflect(self: Box<AnimationPlayer>) -> Box<dyn PartialReflect>
Source§fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
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Source§impl Reflect for AnimationPlayer
impl Reflect for AnimationPlayer
Source§fn into_any(self: Box<AnimationPlayer>) -> Box<dyn Any>
fn into_any(self: Box<AnimationPlayer>) -> Box<dyn Any>
Box<dyn Any>. Read moreSource§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any. Read moreSource§fn into_reflect(self: Box<AnimationPlayer>) -> Box<dyn Reflect>
fn into_reflect(self: Box<AnimationPlayer>) -> Box<dyn Reflect>
Source§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
Source§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Source§impl Struct for AnimationPlayer
impl Struct for AnimationPlayer
Source§fn field(&self, name: &str) -> Option<&(dyn PartialReflect + 'static)>
fn field(&self, name: &str) -> Option<&(dyn PartialReflect + 'static)>
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None if TypeInfo is not available.Source§impl TypePath for AnimationPlayer
impl TypePath for AnimationPlayer
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
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Auto Trait Implementations§
impl Freeze for AnimationPlayer
impl RefUnwindSafe for AnimationPlayer
impl Send for AnimationPlayer
impl Sync for AnimationPlayer
impl Unpin for AnimationPlayer
impl UnsafeUnpin for AnimationPlayer
impl UnwindSafe for AnimationPlayer
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