Struct bevy_animations::AnimationEvent
source · pub struct AnimationEvent(pub AnimationName, pub Entity);
Expand description
Send a request to animate the Entity
with the animation dictated by the AnimationName
§Example
use bevy::prelude::*;
use bevy_animations::*;
fn move_player(
player_query: Query<(&Transform Entity), With<Player>>,
mut animation_event_writer: EventWriter<AnimationEvent>
) {
let (mut transform, player_entity) = player_query.single_mut();
/* you move logic here... */
animation_event_writer.send(AnimationEvent("player_running", player_entity));
}
-
Note that you can send an event of the same name multiple times even while an animation is in progress without ruining it
-
Note an animation that has been sent will animate till end or repeat forever
Tuple Fields§
§0: AnimationName
§1: Entity
Trait Implementations§
source§impl Debug for AnimationEvent
impl Debug for AnimationEvent
impl Event for AnimationEvent
Auto Trait Implementations§
impl Freeze for AnimationEvent
impl RefUnwindSafe for AnimationEvent
impl Send for AnimationEvent
impl Sync for AnimationEvent
impl Unpin for AnimationEvent
impl UnwindSafe for AnimationEvent
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