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: AnimationNodeIndex) -> &mut ActiveAnimation
pub fn start(&mut self, animation: AnimationNodeIndex) -> &mut ActiveAnimation
Start playing an animation, restarting it if necessary.
Sourcepub fn play(&mut self, animation: AnimationNodeIndex) -> &mut ActiveAnimation
pub fn play(&mut self, animation: AnimationNodeIndex) -> &mut ActiveAnimation
Start playing an animation, unless the requested animation is already playing.
Sourcepub fn stop(&mut self, animation: AnimationNodeIndex) -> &mut Self
pub fn stop(&mut self, animation: AnimationNodeIndex) -> &mut Self
Stops playing the given animation, removing it from the list of playing animations.
Sourcepub fn playing_animations(
&self,
) -> impl Iterator<Item = (&AnimationNodeIndex, &ActiveAnimation)>
pub fn playing_animations( &self, ) -> impl Iterator<Item = (&AnimationNodeIndex, &ActiveAnimation)>
Iterates through all animations that this AnimationPlayer is
currently playing.
Sourcepub fn playing_animations_mut(
&mut self,
) -> impl Iterator<Item = (&AnimationNodeIndex, &mut ActiveAnimation)>
pub fn playing_animations_mut( &mut self, ) -> impl Iterator<Item = (&AnimationNodeIndex, &mut ActiveAnimation)>
Iterates through all animations that this AnimationPlayer is
currently playing, mutably.
Sourcepub fn is_playing_animation(&self, animation: AnimationNodeIndex) -> bool
pub fn is_playing_animation(&self, animation: AnimationNodeIndex) -> bool
Returns true if the animation is currently playing or paused, or false if the animation is stopped.
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.
Sourcepub fn resume_all(&mut self) -> &mut Self
pub fn resume_all(&mut self) -> &mut Self
Resume all active animations.
Sourcepub fn rewind_all(&mut self) -> &mut Self
pub fn rewind_all(&mut self) -> &mut Self
Rewinds all active animations.
Sourcepub fn adjust_speeds(&mut self, factor: f32) -> &mut Self
pub fn adjust_speeds(&mut self, factor: f32) -> &mut Self
Multiplies the speed of all active animations by the given factor.
Sourcepub fn seek_all_by(&mut self, amount: f32) -> &mut Self
pub fn seek_all_by(&mut self, amount: f32) -> &mut Self
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.
Sourcepub fn animation(
&self,
animation: AnimationNodeIndex,
) -> Option<&ActiveAnimation>
pub fn animation( &self, animation: AnimationNodeIndex, ) -> 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: AnimationNodeIndex,
) -> Option<&mut ActiveAnimation>
pub fn animation_mut( &mut self, animation: AnimationNodeIndex, ) -> 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.
Trait Implementations§
Source§impl Clone for AnimationPlayer
impl Clone for AnimationPlayer
Source§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
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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 FromReflect for AnimationPlayer
impl FromReflect for AnimationPlayer
Source§fn from_reflect(reflect: &dyn PartialReflect) -> Option<Self>
fn from_reflect(reflect: &dyn PartialReflect) -> Option<Self>
Self from a reflected value.Source§fn take_from_reflect(
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Self using,
constructing the value using from_reflect if that fails. Read moreSource§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 PartialReflect for AnimationPlayer
impl PartialReflect for AnimationPlayer
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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
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Source§impl Reflect for AnimationPlayer
impl Reflect for AnimationPlayer
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fn as_any_mut(&mut self) -> &mut dyn Any
&mut dyn Any. Read moreSource§fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
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Source§impl Struct for AnimationPlayer
impl Struct for AnimationPlayer
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impl TypePath for AnimationPlayer
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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 UnwindSafe for AnimationPlayer
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