Struct bevy::animation::AnimationPlayer
source · pub struct AnimationPlayer { /* private fields */ }
Expand description
Animation controls
Implementations§
source§impl AnimationPlayer
impl AnimationPlayer
sourcepub fn start(&mut self, handle: Handle<AnimationClip>) -> &mut AnimationPlayer
pub fn start(&mut self, handle: Handle<AnimationClip>) -> &mut AnimationPlayer
Start playing an animation, resetting state of the player. This will use a linear blending between the previous and the new animation to make a smooth transition.
sourcepub fn start_with_transition(
&mut self,
handle: Handle<AnimationClip>,
transition_duration: Duration
) -> &mut AnimationPlayer
pub fn start_with_transition( &mut self, handle: Handle<AnimationClip>, transition_duration: Duration ) -> &mut AnimationPlayer
Start playing an animation, resetting state of the player. This will use a linear blending between the previous and the new animation to make a smooth transition.
sourcepub fn play(&mut self, handle: Handle<AnimationClip>) -> &mut AnimationPlayer
pub fn play(&mut self, handle: Handle<AnimationClip>) -> &mut AnimationPlayer
Start playing an animation, resetting state of the player, unless the requested animation is already playing.
Examples found in repository?
More examples
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fn setup_scene_once_loaded(
animations: Res<Animations>,
foxes: Res<Foxes>,
mut player: Query<(Entity, &mut AnimationPlayer)>,
mut done: Local<bool>,
) {
if !*done && player.iter().len() == foxes.count {
for (entity, mut player) in &mut player {
player.play(animations.0[0].clone_weak()).repeat();
if !foxes.sync {
player.seek_to(entity.index() as f32 / 10.0);
}
}
*done = true;
}
}
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fn setup_animations(
mut has_setup: Local<bool>,
mut players: Query<(&Name, &mut AnimationPlayer)>,
morph_data: Res<MorphData>,
) {
if *has_setup {
return;
}
for (name, mut player) in &mut players {
// The name of the entity in the GLTF scene containing the AnimationPlayer for our morph targets is "Main"
if name.as_str() != "Main" {
continue;
}
player.play(morph_data.the_wave.clone()).repeat();
*has_setup = true;
}
}
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fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut animations: ResMut<Assets<AnimationClip>>,
) {
// Camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// Light
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 500_000.0,
..default()
},
transform: Transform::from_xyz(0.0, 2.5, 0.0),
..default()
});
// Let's use the `Name` component to target entities. We can use anything we
// like, but names are convenient.
let planet = Name::new("planet");
let orbit_controller = Name::new("orbit_controller");
let satellite = Name::new("satellite");
// Creating the animation
let mut animation = AnimationClip::default();
// A curve can modify a single part of a transform, here the translation
animation.add_curve_to_path(
EntityPath {
parts: vec![planet.clone()],
},
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Translation(vec![
Vec3::new(1.0, 0.0, 1.0),
Vec3::new(-1.0, 0.0, 1.0),
Vec3::new(-1.0, 0.0, -1.0),
Vec3::new(1.0, 0.0, -1.0),
// in case seamless looping is wanted, the last keyframe should
// be the same as the first one
Vec3::new(1.0, 0.0, 1.0),
]),
interpolation: Interpolation::Linear,
},
);
// Or it can modify the rotation of the transform.
// To find the entity to modify, the hierarchy will be traversed looking for
// an entity with the right name at each level
animation.add_curve_to_path(
EntityPath {
parts: vec![planet.clone(), orbit_controller.clone()],
},
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
interpolation: Interpolation::Linear,
},
);
// If a curve in an animation is shorter than the other, it will not repeat
// until all other curves are finished. In that case, another animation should
// be created for each part that would have a different duration / period
animation.add_curve_to_path(
EntityPath {
parts: vec![planet.clone(), orbit_controller.clone(), satellite.clone()],
},
VariableCurve {
keyframe_timestamps: vec![0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0],
keyframes: Keyframes::Scale(vec![
Vec3::splat(0.8),
Vec3::splat(1.2),
Vec3::splat(0.8),
Vec3::splat(1.2),
Vec3::splat(0.8),
Vec3::splat(1.2),
Vec3::splat(0.8),
Vec3::splat(1.2),
Vec3::splat(0.8),
]),
interpolation: Interpolation::Linear,
},
);
// There can be more than one curve targeting the same entity path
animation.add_curve_to_path(
EntityPath {
parts: vec![planet.clone(), orbit_controller.clone(), satellite.clone()],
},
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
interpolation: Interpolation::Linear,
},
);
// Create the animation player, and set it to repeat
let mut player = AnimationPlayer::default();
player.play(animations.add(animation)).repeat();
// Create the scene that will be animated
// First entity is the planet
commands
.spawn((
PbrBundle {
mesh: meshes.add(Sphere::default()),
material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
..default()
},
// Add the Name component, and the animation player
planet,
player,
))
.with_children(|p| {
// This entity is just used for animation, but doesn't display anything
p.spawn((
SpatialBundle::INHERITED_IDENTITY,
// Add the Name component
orbit_controller,
))
.with_children(|p| {
// The satellite, placed at a distance of the planet
p.spawn((
PbrBundle {
transform: Transform::from_xyz(1.5, 0.0, 0.0),
mesh: meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
material: materials.add(Color::rgb(0.3, 0.9, 0.3)),
..default()
},
// Add the Name component
satellite,
));
});
});
}
sourcepub fn play_with_transition(
&mut self,
handle: Handle<AnimationClip>,
transition_duration: Duration
) -> &mut AnimationPlayer
pub fn play_with_transition( &mut self, handle: Handle<AnimationClip>, transition_duration: Duration ) -> &mut AnimationPlayer
Start playing an animation, resetting state of the player, unless the requested animation is already playing. This will use a linear blending between the previous and the new animation to make a smooth transition
Examples found in repository?
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fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_player: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
mut foxes: ResMut<Foxes>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
foxes.moving = !foxes.moving;
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
foxes.speed *= 1.25;
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
foxes.speed *= 0.8;
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
}
for mut player in &mut animation_player {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.25);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
}
}
More examples
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fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_players: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
) {
for mut player in &mut animation_players {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.2);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
if keyboard_input.just_pressed(KeyCode::Digit1) {
player.set_repeat(RepeatAnimation::Count(1));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit3) {
player.set_repeat(RepeatAnimation::Count(3));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit5) {
player.set_repeat(RepeatAnimation::Count(5));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::KeyL) {
player.set_repeat(RepeatAnimation::Forever);
}
}
}
sourcepub fn animation_clip(&self) -> &Handle<AnimationClip>
pub fn animation_clip(&self) -> &Handle<AnimationClip>
Handle to the animation clip being played.
sourcepub fn is_playing_clip(&self, handle: &Handle<AnimationClip>) -> bool
pub fn is_playing_clip(&self, handle: &Handle<AnimationClip>) -> bool
Check if the given animation clip is being played.
sourcepub fn is_finished(&self) -> bool
pub fn is_finished(&self) -> bool
Check if the playing animation has finished, according to the repetition behavior.
sourcepub fn repeat(&mut self) -> &mut AnimationPlayer
pub fn repeat(&mut self) -> &mut AnimationPlayer
Sets repeat to RepeatAnimation::Forever
.
See also Self::set_repeat
.
Examples found in repository?
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fn setup_scene_once_loaded(
animations: Res<Animations>,
mut players: Query<&mut AnimationPlayer, Added<AnimationPlayer>>,
) {
for mut player in &mut players {
player.play(animations.0[0].clone_weak()).repeat();
}
}
fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_players: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
) {
for mut player in &mut animation_players {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.2);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
if keyboard_input.just_pressed(KeyCode::Digit1) {
player.set_repeat(RepeatAnimation::Count(1));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit3) {
player.set_repeat(RepeatAnimation::Count(3));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit5) {
player.set_repeat(RepeatAnimation::Count(5));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::KeyL) {
player.set_repeat(RepeatAnimation::Forever);
}
}
}
More examples
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fn setup_scene_once_loaded(
animations: Res<Animations>,
foxes: Res<Foxes>,
mut player: Query<(Entity, &mut AnimationPlayer)>,
mut done: Local<bool>,
) {
if !*done && player.iter().len() == foxes.count {
for (entity, mut player) in &mut player {
player.play(animations.0[0].clone_weak()).repeat();
if !foxes.sync {
player.seek_to(entity.index() as f32 / 10.0);
}
}
*done = true;
}
}
fn update_fox_rings(
time: Res<Time>,
foxes: Res<Foxes>,
mut rings: Query<(&Ring, &RotationDirection, &mut Transform)>,
) {
if !foxes.moving {
return;
}
let dt = time.delta_seconds();
for (ring, rotation_direction, mut transform) in &mut rings {
let angular_velocity = foxes.speed / ring.radius;
transform.rotate_y(rotation_direction.sign() * angular_velocity * dt);
}
}
fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_player: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
mut foxes: ResMut<Foxes>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
foxes.moving = !foxes.moving;
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
foxes.speed *= 1.25;
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
foxes.speed *= 0.8;
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
}
for mut player in &mut animation_player {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.25);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
}
}
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fn setup_animations(
mut has_setup: Local<bool>,
mut players: Query<(&Name, &mut AnimationPlayer)>,
morph_data: Res<MorphData>,
) {
if *has_setup {
return;
}
for (name, mut player) in &mut players {
// The name of the entity in the GLTF scene containing the AnimationPlayer for our morph targets is "Main"
if name.as_str() != "Main" {
continue;
}
player.play(morph_data.the_wave.clone()).repeat();
*has_setup = true;
}
}
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fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut animations: ResMut<Assets<AnimationClip>>,
) {
// Camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// Light
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 500_000.0,
..default()
},
transform: Transform::from_xyz(0.0, 2.5, 0.0),
..default()
});
// Let's use the `Name` component to target entities. We can use anything we
// like, but names are convenient.
let planet = Name::new("planet");
let orbit_controller = Name::new("orbit_controller");
let satellite = Name::new("satellite");
// Creating the animation
let mut animation = AnimationClip::default();
// A curve can modify a single part of a transform, here the translation
animation.add_curve_to_path(
EntityPath {
parts: vec![planet.clone()],
},
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Translation(vec![
Vec3::new(1.0, 0.0, 1.0),
Vec3::new(-1.0, 0.0, 1.0),
Vec3::new(-1.0, 0.0, -1.0),
Vec3::new(1.0, 0.0, -1.0),
// in case seamless looping is wanted, the last keyframe should
// be the same as the first one
Vec3::new(1.0, 0.0, 1.0),
]),
interpolation: Interpolation::Linear,
},
);
// Or it can modify the rotation of the transform.
// To find the entity to modify, the hierarchy will be traversed looking for
// an entity with the right name at each level
animation.add_curve_to_path(
EntityPath {
parts: vec![planet.clone(), orbit_controller.clone()],
},
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
interpolation: Interpolation::Linear,
},
);
// If a curve in an animation is shorter than the other, it will not repeat
// until all other curves are finished. In that case, another animation should
// be created for each part that would have a different duration / period
animation.add_curve_to_path(
EntityPath {
parts: vec![planet.clone(), orbit_controller.clone(), satellite.clone()],
},
VariableCurve {
keyframe_timestamps: vec![0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0],
keyframes: Keyframes::Scale(vec![
Vec3::splat(0.8),
Vec3::splat(1.2),
Vec3::splat(0.8),
Vec3::splat(1.2),
Vec3::splat(0.8),
Vec3::splat(1.2),
Vec3::splat(0.8),
Vec3::splat(1.2),
Vec3::splat(0.8),
]),
interpolation: Interpolation::Linear,
},
);
// There can be more than one curve targeting the same entity path
animation.add_curve_to_path(
EntityPath {
parts: vec![planet.clone(), orbit_controller.clone(), satellite.clone()],
},
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
interpolation: Interpolation::Linear,
},
);
// Create the animation player, and set it to repeat
let mut player = AnimationPlayer::default();
player.play(animations.add(animation)).repeat();
// Create the scene that will be animated
// First entity is the planet
commands
.spawn((
PbrBundle {
mesh: meshes.add(Sphere::default()),
material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
..default()
},
// Add the Name component, and the animation player
planet,
player,
))
.with_children(|p| {
// This entity is just used for animation, but doesn't display anything
p.spawn((
SpatialBundle::INHERITED_IDENTITY,
// Add the Name component
orbit_controller,
))
.with_children(|p| {
// The satellite, placed at a distance of the planet
p.spawn((
PbrBundle {
transform: Transform::from_xyz(1.5, 0.0, 0.0),
mesh: meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
material: materials.add(Color::rgb(0.3, 0.9, 0.3)),
..default()
},
// Add the Name component
satellite,
));
});
});
}
sourcepub fn set_repeat(&mut self, repeat: RepeatAnimation) -> &mut AnimationPlayer
pub fn set_repeat(&mut self, repeat: RepeatAnimation) -> &mut AnimationPlayer
Set the repetition behaviour of the animation.
Examples found in repository?
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fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_players: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
) {
for mut player in &mut animation_players {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.2);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
if keyboard_input.just_pressed(KeyCode::Digit1) {
player.set_repeat(RepeatAnimation::Count(1));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit3) {
player.set_repeat(RepeatAnimation::Count(3));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit5) {
player.set_repeat(RepeatAnimation::Count(5));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::KeyL) {
player.set_repeat(RepeatAnimation::Forever);
}
}
}
sourcepub fn repeat_mode(&self) -> RepeatAnimation
pub fn repeat_mode(&self) -> RepeatAnimation
Repetition behavior of the animation.
sourcepub fn completions(&self) -> u32
pub fn completions(&self) -> u32
Number of times the animation has completed.
sourcepub fn is_playback_reversed(&self) -> bool
pub fn is_playback_reversed(&self) -> bool
Check if the animation is playing in reverse.
sourcepub fn pause(&mut self)
pub fn pause(&mut self)
Pause the animation
Examples found in repository?
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fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_player: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
mut foxes: ResMut<Foxes>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
foxes.moving = !foxes.moving;
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
foxes.speed *= 1.25;
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
foxes.speed *= 0.8;
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
}
for mut player in &mut animation_player {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.25);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
}
}
More examples
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fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_players: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
) {
for mut player in &mut animation_players {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.2);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
if keyboard_input.just_pressed(KeyCode::Digit1) {
player.set_repeat(RepeatAnimation::Count(1));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit3) {
player.set_repeat(RepeatAnimation::Count(3));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit5) {
player.set_repeat(RepeatAnimation::Count(5));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::KeyL) {
player.set_repeat(RepeatAnimation::Forever);
}
}
}
sourcepub fn resume(&mut self)
pub fn resume(&mut self)
Unpause the animation
Examples found in repository?
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fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_player: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
mut foxes: ResMut<Foxes>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
foxes.moving = !foxes.moving;
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
foxes.speed *= 1.25;
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
foxes.speed *= 0.8;
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
}
for mut player in &mut animation_player {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.25);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
}
}
More examples
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fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_players: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
) {
for mut player in &mut animation_players {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.2);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
if keyboard_input.just_pressed(KeyCode::Digit1) {
player.set_repeat(RepeatAnimation::Count(1));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit3) {
player.set_repeat(RepeatAnimation::Count(3));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit5) {
player.set_repeat(RepeatAnimation::Count(5));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::KeyL) {
player.set_repeat(RepeatAnimation::Forever);
}
}
}
sourcepub fn is_paused(&self) -> bool
pub fn is_paused(&self) -> bool
Is the animation paused
Examples found in repository?
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fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_player: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
mut foxes: ResMut<Foxes>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
foxes.moving = !foxes.moving;
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
foxes.speed *= 1.25;
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
foxes.speed *= 0.8;
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
}
for mut player in &mut animation_player {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.25);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
}
}
More examples
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fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_players: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
) {
for mut player in &mut animation_players {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.2);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
if keyboard_input.just_pressed(KeyCode::Digit1) {
player.set_repeat(RepeatAnimation::Count(1));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit3) {
player.set_repeat(RepeatAnimation::Count(3));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit5) {
player.set_repeat(RepeatAnimation::Count(5));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::KeyL) {
player.set_repeat(RepeatAnimation::Forever);
}
}
}
sourcepub fn speed(&self) -> f32
pub fn speed(&self) -> f32
Speed of the animation playback
Examples found in repository?
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fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_player: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
mut foxes: ResMut<Foxes>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
foxes.moving = !foxes.moving;
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
foxes.speed *= 1.25;
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
foxes.speed *= 0.8;
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
}
for mut player in &mut animation_player {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.25);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
}
}
More examples
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fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_players: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
) {
for mut player in &mut animation_players {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.2);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
if keyboard_input.just_pressed(KeyCode::Digit1) {
player.set_repeat(RepeatAnimation::Count(1));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit3) {
player.set_repeat(RepeatAnimation::Count(3));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit5) {
player.set_repeat(RepeatAnimation::Count(5));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::KeyL) {
player.set_repeat(RepeatAnimation::Forever);
}
}
}
sourcepub fn set_speed(&mut self, speed: f32) -> &mut AnimationPlayer
pub fn set_speed(&mut self, speed: f32) -> &mut AnimationPlayer
Set the speed of the animation playback
Examples found in repository?
255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316
fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_player: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
mut foxes: ResMut<Foxes>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
foxes.moving = !foxes.moving;
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
foxes.speed *= 1.25;
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
foxes.speed *= 0.8;
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
}
for mut player in &mut animation_player {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.25);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
}
}
More examples
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fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_players: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
) {
for mut player in &mut animation_players {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.2);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
if keyboard_input.just_pressed(KeyCode::Digit1) {
player.set_repeat(RepeatAnimation::Count(1));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit3) {
player.set_repeat(RepeatAnimation::Count(3));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit5) {
player.set_repeat(RepeatAnimation::Count(5));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::KeyL) {
player.set_repeat(RepeatAnimation::Forever);
}
}
}
sourcepub fn seek_time(&self) -> f32
pub fn seek_time(&self) -> f32
Seek time inside of the animation. Always within the range [0.0, clip duration].
Examples found in repository?
255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316
fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_player: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
mut foxes: ResMut<Foxes>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
foxes.moving = !foxes.moving;
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
foxes.speed *= 1.25;
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
foxes.speed *= 0.8;
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
}
for mut player in &mut animation_player {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.25);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
}
}
More examples
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fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_players: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
) {
for mut player in &mut animation_players {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.2);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
if keyboard_input.just_pressed(KeyCode::Digit1) {
player.set_repeat(RepeatAnimation::Count(1));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit3) {
player.set_repeat(RepeatAnimation::Count(3));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit5) {
player.set_repeat(RepeatAnimation::Count(5));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::KeyL) {
player.set_repeat(RepeatAnimation::Forever);
}
}
}
sourcepub fn seek_to(&mut self, seek_time: f32) -> &mut AnimationPlayer
pub fn seek_to(&mut self, seek_time: f32) -> &mut AnimationPlayer
Seek to a specific time in the animation.
Examples found in repository?
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fn setup_scene_once_loaded(
animations: Res<Animations>,
foxes: Res<Foxes>,
mut player: Query<(Entity, &mut AnimationPlayer)>,
mut done: Local<bool>,
) {
if !*done && player.iter().len() == foxes.count {
for (entity, mut player) in &mut player {
player.play(animations.0[0].clone_weak()).repeat();
if !foxes.sync {
player.seek_to(entity.index() as f32 / 10.0);
}
}
*done = true;
}
}
fn update_fox_rings(
time: Res<Time>,
foxes: Res<Foxes>,
mut rings: Query<(&Ring, &RotationDirection, &mut Transform)>,
) {
if !foxes.moving {
return;
}
let dt = time.delta_seconds();
for (ring, rotation_direction, mut transform) in &mut rings {
let angular_velocity = foxes.speed / ring.radius;
transform.rotate_y(rotation_direction.sign() * angular_velocity * dt);
}
}
fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_player: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
mut foxes: ResMut<Foxes>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
foxes.moving = !foxes.moving;
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
foxes.speed *= 1.25;
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
foxes.speed *= 0.8;
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
}
for mut player in &mut animation_player {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.25);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
}
}
More examples
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fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_players: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
) {
for mut player in &mut animation_players {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.2);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
if keyboard_input.just_pressed(KeyCode::Digit1) {
player.set_repeat(RepeatAnimation::Count(1));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit3) {
player.set_repeat(RepeatAnimation::Count(3));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit5) {
player.set_repeat(RepeatAnimation::Count(5));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::KeyL) {
player.set_repeat(RepeatAnimation::Forever);
}
}
}
sourcepub fn replay(&mut self)
pub fn replay(&mut self)
Reset the animation to its initial state, as if no time has elapsed.
Examples found in repository?
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fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_players: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
) {
for mut player in &mut animation_players {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.2);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
if keyboard_input.just_pressed(KeyCode::Digit1) {
player.set_repeat(RepeatAnimation::Count(1));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit3) {
player.set_repeat(RepeatAnimation::Count(3));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit5) {
player.set_repeat(RepeatAnimation::Count(5));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::KeyL) {
player.set_repeat(RepeatAnimation::Forever);
}
}
}
Trait Implementations§
source§impl Component for AnimationPlayer
impl Component for AnimationPlayer
§type Storage = TableStorage
type Storage = TableStorage
TableStorage
or SparseStorage
.source§impl Default for AnimationPlayer
impl Default for AnimationPlayer
source§fn default() -> AnimationPlayer
fn default() -> AnimationPlayer
source§impl FromReflect for AnimationPlayerwhere
AnimationPlayer: Any + Send + Sync,
bool: FromReflect + TypePath,
PlayingAnimation: FromReflect + TypePath,
impl FromReflect for AnimationPlayerwhere
AnimationPlayer: Any + Send + Sync,
bool: FromReflect + TypePath,
PlayingAnimation: FromReflect + TypePath,
source§fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<AnimationPlayer>
fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<AnimationPlayer>
Self
from a reflected value.source§fn take_from_reflect(
reflect: Box<dyn Reflect>
) -> Result<Self, Box<dyn Reflect>>
fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moresource§impl GetTypeRegistration for AnimationPlayerwhere
AnimationPlayer: Any + Send + Sync,
bool: FromReflect + TypePath,
PlayingAnimation: FromReflect + TypePath,
impl GetTypeRegistration for AnimationPlayerwhere
AnimationPlayer: Any + Send + Sync,
bool: FromReflect + TypePath,
PlayingAnimation: FromReflect + TypePath,
source§impl Reflect for AnimationPlayerwhere
AnimationPlayer: Any + Send + Sync,
bool: FromReflect + TypePath,
PlayingAnimation: FromReflect + TypePath,
impl Reflect for AnimationPlayerwhere
AnimationPlayer: Any + Send + Sync,
bool: FromReflect + TypePath,
PlayingAnimation: FromReflect + TypePath,
source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
source§fn into_any(self: Box<AnimationPlayer>) -> Box<dyn Any>
fn into_any(self: Box<AnimationPlayer>) -> Box<dyn Any>
Box<dyn Any>
.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any
.source§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§fn clone_value(&self) -> Box<dyn Reflect>
fn clone_value(&self) -> Box<dyn Reflect>
Reflect
trait object. Read moresource§fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
source§fn apply(&mut self, value: &(dyn Reflect + 'static))
fn apply(&mut self, value: &(dyn Reflect + 'static))
source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
source§fn reflect_ref(&self) -> ReflectRef<'_>
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 reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
source§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
source§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
source§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
source§impl Struct for AnimationPlayerwhere
AnimationPlayer: Any + Send + Sync,
bool: FromReflect + TypePath,
PlayingAnimation: FromReflect + TypePath,
impl Struct for AnimationPlayerwhere
AnimationPlayer: Any + Send + Sync,
bool: FromReflect + TypePath,
PlayingAnimation: FromReflect + TypePath,
source§fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>
fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>
name
as a &dyn Reflect
.source§fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>
fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>
name
as a
&mut dyn Reflect
.source§fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>
fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>
index
as a
&dyn Reflect
.source§fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
index
as a &mut dyn Reflect
.source§fn name_at(&self, index: usize) -> Option<&str>
fn name_at(&self, index: usize) -> Option<&str>
index
.source§fn iter_fields(&self) -> FieldIter<'_> ⓘ
fn iter_fields(&self) -> FieldIter<'_> ⓘ
source§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct
.source§impl TypePath for AnimationPlayer
impl TypePath for AnimationPlayer
source§fn type_path() -> &'static str
fn type_path() -> &'static str
source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
source§impl Typed for AnimationPlayerwhere
AnimationPlayer: Any + Send + Sync,
bool: FromReflect + TypePath,
PlayingAnimation: FromReflect + TypePath,
impl Typed for AnimationPlayerwhere
AnimationPlayer: Any + Send + Sync,
bool: FromReflect + TypePath,
PlayingAnimation: FromReflect + TypePath,
Auto Trait Implementations§
impl Freeze for AnimationPlayer
impl !RefUnwindSafe for AnimationPlayer
impl Send for AnimationPlayer
impl Sync for AnimationPlayer
impl Unpin for AnimationPlayer
impl !UnwindSafe for AnimationPlayer
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source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId) )
unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
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T: Any,
impl<T> Downcast for Twhere
T: Any,
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fn into_any(self: Box<T>) -> Box<dyn Any>
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(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
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where ConcreteType
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(where Trait: Downcast
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can then be
further downcast
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implements Trait
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fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
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generate &Any
’s vtable from &Trait
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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’s vtable from &mut Trait
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C: Component,
impl<C> DynamicBundle for Cwhere
C: Component,
fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))
source§impl<T> DynamicTypePath for Twhere
T: TypePath,
impl<T> DynamicTypePath for Twhere
T: TypePath,
source§fn reflect_type_path(&self) -> &str
fn reflect_type_path(&self) -> &str
TypePath::type_path
.source§fn reflect_short_type_path(&self) -> &str
fn reflect_short_type_path(&self) -> &str
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TypePath::type_ident
.source§fn reflect_crate_name(&self) -> Option<&str>
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TypePath::crate_name
.source§fn reflect_module_path(&self) -> Option<&str>
fn reflect_module_path(&self) -> Option<&str>
source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
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using data from the given World
.source§impl<S> GetField for Swhere
S: Struct,
impl<S> GetField for Swhere
S: Struct,
source§impl<T> GetPath for T
impl<T> GetPath for T
source§fn reflect_path<'p>(
&self,
path: impl ReflectPath<'p>
) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>
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&self,
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) -> Result<&T, ReflectPathError<'p>>where
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) -> Result<&mut T, ReflectPathError<'p>>where
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&mut self,
path: impl ReflectPath<'p>
) -> Result<&mut T, ReflectPathError<'p>>where
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