1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
//! Bevy plugin to easier to manage and switch texture base on view angles.
//!
//!
//! ## Quickstart
//!
//! ```rust
//! // Struct to store sprite sheet
//! use bevy::prelude::*;
//! use bevy_2dviewangle::{Angle, View2dActor, ViewChanged};
//! use bevy_2dviewangle::View2dCollection;
//!
//! #[derive(View2dCollection, Default)]
//! struct MyAssets {
//! #[textureview(actor = "player", action = "idle", angle = "front")]
//! pub idle_front: Handle<Image>,
//!
//! // If not specify actor/action, the previous value will be used
//! #[textureview(angle = "back")]
//! pub idle_back: Handle<Image>,
//!
//! // If the angle "right" is not defined, it will be flipped base on the angle "left" image
//! #[textureview(angle = "left")]
//! pub idle_left: Handle<Image>,
//!
//! // If angle is any, other angle which has not been defined will use this value
//! #[textureview(angle = "any")]
//! pub idle_any_layout: Handle<TextureAtlasLayout>,
//! }
//!
//! // Change the sprite sheet by sending event
//! fn switch_sprite(
//! mut actors: Query<(&mut View2dActor, Entity)>,
//! mut action_event: MessageWriter<ViewChanged>,
//! ) {
//! for (mut act, e) in actors.iter_mut() {
//! act.action = ActionMyAssets::Idle.into();
//! act.angle = Angle::Right;
//! action_event.write(ViewChanged { entity: e });
//! }
//! }
//! ```
//!
//! Please see in [examples](./examples) for more detail.
//!
//! This plugin can work with [bevy_asset_loader](https://crates.io/crates/bevy_asset_loader) too:
//!
//! ```rust
//! use bevy::prelude::{Handle, Image, Resource, TextureAtlasLayout};
//! use bevy_asset_loader::prelude::AssetCollection;
//! use bevy_2dviewangle::View2dCollection;
//!
//! #[derive(AssetCollection, View2dCollection, Resource)]
//! pub struct MyAssets {
//! #[asset(path = "frog_idle_front.png")]
//! #[textureview(actor = "frog", action = "idle", angle = "front")]
//! pub idle_front: Handle<Image>,
//!
//! #[asset(path = "frog_idle_back.png")]
//! #[textureview(angle = "back")]
//! pub idle_back: Handle<Image>,
//!
//! #[asset(path = "frog_idle_left.png")]
//! #[textureview(angle = "left")]
//! pub idle_left: Handle<Image>,
//!
//! #[asset(texture_atlas_layout(tile_size_x = 16, tile_size_y = 16, columns = 1, rows = 3))]
//! #[textureview(angle = "any")]
//! pub front_layout: Handle<TextureAtlasLayout>,
//! }
//! ```
use ;
use ;
pub use *;
use *;
/// The main plugin
/// Use this if you don't care to state and want this plugin's systems run all the time.
;