Struct bevy_animations::LinearTimedAnimation
source · pub struct LinearTimedAnimation {
pub frame_timings_in_secs: Vec<f32>,
pub animation_frames: Vec<usize>,
pub repeating: bool,
/* private fields */
}
Expand description
This Is Primarily For Animations on objects, for example doors to open and close
Note the sprite sheets for these animations should have 1 column. It’s okay if they have more however is’t functionally irrelevant
§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::LinearTimed(
LinearTimedAnimtion::new(
Vec::from(PLAYER_RUNNING_FRAMES), /* animation_frames */
Vec::from(PLYAER_FRAME_TIMING), /* frame_timings_in_secs */
true, /* repeating */
),
"player_running", /* AnimationName */
),
},
Some(entity), /* specify an entity to add the animation to now instead of later */
);
}
Fields§
§frame_timings_in_secs: Vec<f32>
§animation_frames: Vec<usize>
§repeating: bool
Implementations§
source§impl LinearTimedAnimation
impl LinearTimedAnimation
pub fn new( animation_frames: Vec<usize>, frame_timings_in_secs: Vec<f32>, repeating: bool ) -> Self
pub fn sprite_index(&mut self, _direction: &AnimationDirection) -> usize
pub fn cycle_animation( &mut self, texture_atlas: Mut<'_, TextureAtlas>, delta: Duration ) -> Option<()>
pub fn reset_animation(&mut self, texture_atlas: Option<Mut<'_, TextureAtlas>>)
Trait Implementations§
source§impl Clone for LinearTimedAnimation
impl Clone for LinearTimedAnimation
source§fn clone(&self) -> LinearTimedAnimation
fn clone(&self) -> LinearTimedAnimation
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 LinearTimedAnimation
impl Debug for LinearTimedAnimation
source§impl Default for LinearTimedAnimation
impl Default for LinearTimedAnimation
source§fn default() -> LinearTimedAnimation
fn default() -> LinearTimedAnimation
Returns the “default value” for a type. Read more
Auto Trait Implementations§
impl Freeze for LinearTimedAnimation
impl RefUnwindSafe for LinearTimedAnimation
impl Send for LinearTimedAnimation
impl Sync for LinearTimedAnimation
impl Unpin for LinearTimedAnimation
impl UnwindSafe for LinearTimedAnimation
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
.