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AnimationStateMachine

Struct AnimationStateMachine 

Source
pub struct AnimationStateMachine {
    pub clips: Arc<[AnimationClip]>,
    pub states: Vec<AnimationState>,
    pub transitions: Vec<AnimationTransition>,
    pub current_state: String,
    pub current_time: f32,
    pub active_blend: Option<ActiveBlend>,
    /* private fields */
}
Expand description

ECS component — full animation state machine with cross-fade blending.

§Usage

let mut fsm = AnimationStateMachine::new(
    "idle",
    clips,
    vec![
        AnimationState { name: "idle".into(), clip_index: 0, looped: true, speed: 1.0 },
        AnimationState { name: "run".into(),  clip_index: 1, looped: true, speed: 1.2 },
        AnimationState { name: "jump".into(), clip_index: 2, looped: false, speed: 1.0 },
    ],
    vec![
        AnimationTransition { from: "idle".into(), to: "run".into(),  blend_duration: 0.2, trigger: Some("run".into()),  has_exit_time: false },
        AnimationTransition { from: "run".into(),  to: "idle".into(), blend_duration: 0.3, trigger: Some("stop".into()), has_exit_time: false },
        AnimationTransition { from: "*".into(),    to: "jump".into(), blend_duration: 0.1, trigger: Some("jump".into()), has_exit_time: false },
    ],
);
fsm.trigger("run");

Fields§

§clips: Arc<[AnimationClip]>§states: Vec<AnimationState>§transitions: Vec<AnimationTransition>§current_state: String§current_time: f32§active_blend: Option<ActiveBlend>

Implementations§

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impl AnimationStateMachine

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pub fn new( initial_state: &str, clips: Arc<[AnimationClip]>, states: Vec<AnimationState>, transitions: Vec<AnimationTransition>, ) -> Self

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pub fn trigger(&mut self, name: &str)

Queue a trigger to be evaluated on the next animation_state_machine_update.

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pub fn drain_triggers(&mut self) -> Vec<String>

Drain and return all pending triggers (consumed by the update system).

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pub fn find_state(&self, name: &str) -> Option<&AnimationState>

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pub fn current_clip_index(&self) -> Option<usize>

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pub fn current_clip_duration(&self) -> f32

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pub fn current_speed(&self) -> f32

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pub fn is_current_looped(&self) -> bool

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pub fn find_transition( &self, from: &str, trigger: Option<&str>, clip_finished: bool, ) -> Option<&AnimationTransition>

Find the first matching transition (trigger or exit-time based).

Trait Implementations§

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impl Clone for AnimationStateMachine

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fn clone(&self) -> AnimationStateMachine

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for AnimationStateMachine

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