Struct bevy_animations::TransformAnimation
source · pub struct TransformAnimation {
pub animation_frames: Vec<usize>,
pub meters_per_frame: f32,
pub frame: Vec2,
pub direction_indexes: AnimationDirectionIndexes,
pub repeating: bool,
/* private fields */
}
Expand description
This Is Primarily For Animations on players or NPCs, for example walking or running
§Example
fn init_animation(
mut animations: ResMut<Animations>,
mut commands: Commands,
asset_server: ResMut<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
) {
let asset = asset_server.load("path/to/your/sprite_sheet");
let texture_atlas = TextureAtlas::from_grid(asset, Vec2::new(16.0, 16.0), 10, 1, None, None);
let texture_atlas_handle = texture_atlases.add(texture_atlas);
let entity = commands
.spawn(AnimationDirection::default())
.insert(SpriteSheetBundle {
texture_atlas: texture_atlas_handle.clone(),
..Default::default()
})
.id();
animations.insert_animation(
NewAnimation {
handle: texture_atlas_handle.clone(), /* the handle for the TextureAtlas */
animation: AnimationType::Timed(
TransformAnimation::new(
Vec::from(PLAYER_RUNNING_FRAMES), /* animation_frames */
PLAYER_RUNNING_METERS_PER_FRAME, /* meters_per_frame */
Vec2::new(14., 38.), /* frame */
AnimationDirectionIndexes::FlipBased(FlipBasedDirection {
/* direction_indexes */
left_direction_is_flipped: true,
x_direction_index: 3,
}),
true, /* repeating */
),
"player_running", /* AnimationName */
),
},
Some(entity), /* specify an entity to add the animation to now instead of later */
)
}
Fields§
§animation_frames: Vec<usize>
§meters_per_frame: f32
§frame: Vec2
§direction_indexes: AnimationDirectionIndexes
§repeating: bool
Implementations§
source§impl TransformAnimation
impl TransformAnimation
pub fn new( animation_frames: Vec<usize>, meters_per_frame: f32, frame: Vec2, direction_indexes: AnimationDirectionIndexes, repeating: bool ) -> Self
pub fn sprite_index(&mut self, direction: &AnimationDirection) -> usize
pub fn cycle_animation( &mut self, sprite: Mut<'_, Sprite>, texture_atlas: Mut<'_, TextureAtlas>, direction: &AnimationDirection, transform: Mut<'_, Transform>, pixels_per_meter: f32 ) -> Option<()>
pub fn reset_animation( &mut self, sprite: Option<Mut<'_, Sprite>>, texture_atlas: Option<Mut<'_, TextureAtlas>>, direction: Option<&AnimationDirection> )
Trait Implementations§
source§impl Clone for TransformAnimation
impl Clone for TransformAnimation
source§fn clone(&self) -> TransformAnimation
fn clone(&self) -> TransformAnimation
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl Debug for TransformAnimation
impl Debug for TransformAnimation
source§impl Default for TransformAnimation
impl Default for TransformAnimation
source§fn default() -> TransformAnimation
fn default() -> TransformAnimation
Returns the “default value” for a type. Read more
Auto Trait Implementations§
impl Freeze for TransformAnimation
impl RefUnwindSafe for TransformAnimation
impl Send for TransformAnimation
impl Sync for TransformAnimation
impl Unpin for TransformAnimation
impl UnwindSafe for TransformAnimation
Blanket Implementations§
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
Return the
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
Mutably borrows from an owned value. Read more
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
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
Creates
Self
using data from the given World
.