Struct amethyst_animation::AnimationControlSystem[][src]

pub struct AnimationControlSystem<I, T> where
    I: Eq + Hash
{ /* fields omitted */ }

System for setting up animations, should run before SamplerInterpolationSystem.

Will process all active AnimationControl + AnimationHierarchy, and do processing of the animations they describe. If an animation only targets a single node/entity, there is no need for AnimationHierarchy.

Type parameters:

  • I: identifier type for running animations, only one animation can be run at the same time with the same id
  • T: the component type that the animation should be applied to

Methods

impl<I, T> AnimationControlSystem<I, T> where
    I: Eq + Hash
[src]

Trait Implementations

impl<I: Default, T: Default> Default for AnimationControlSystem<I, T> where
    I: Eq + Hash
[src]

Returns the "default value" for a type. Read more

impl<'a, I, T> System<'a> for AnimationControlSystem<I, T> where
    I: PartialEq + Eq + Hash + Copy + Send + Sync + 'static,
    T: AnimationSampling + Component + Clone
[src]

The resource bundle required to execute this system. Read more

Executes the system with the required system data. Read more

Sets up the Resources using Self::SystemData::setup.

Returns a hint how long the system needs for running. This is used to optimize the way they're executed (might allow more parallelization). Read more

Return the accessor from the [SystemData].

Auto Trait Implementations

impl<I, T> Send for AnimationControlSystem<I, T> where
    I: Send,
    T: Send

impl<I, T> Sync for AnimationControlSystem<I, T> where
    I: Sync,
    T: Sync