Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
//! Demonstrate how to use animation events.
|
|
|
|
|
|
|
|
use bevy::{
|
|
|
|
color::palettes::css::{ALICE_BLUE, BLACK, CRIMSON},
|
|
|
|
core_pipeline::bloom::Bloom,
|
|
|
|
prelude::*,
|
|
|
|
};
|
|
|
|
|
|
|
|
fn main() {
|
|
|
|
App::new()
|
|
|
|
.add_plugins(DefaultPlugins)
|
|
|
|
.add_event::<MessageEvent>()
|
|
|
|
.add_systems(Startup, setup)
|
|
|
|
.add_systems(PreUpdate, (animate_text_opacity, edit_message))
|
|
|
|
.run();
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Component)]
|
|
|
|
struct MessageText;
|
|
|
|
|
|
|
|
#[derive(Event, Reflect, Clone)]
|
|
|
|
#[reflect(AnimationEvent)]
|
|
|
|
struct MessageEvent {
|
|
|
|
value: String,
|
|
|
|
color: Color,
|
|
|
|
}
|
|
|
|
|
|
|
|
// AnimationEvent can also be derived, but doing so will
|
|
|
|
// trigger it as an observer event which is triggered in PostUpdate.
|
|
|
|
// We need to set the message text before that so it is
|
|
|
|
// updated before rendering without a one frame delay.
|
|
|
|
impl AnimationEvent for MessageEvent {
|
|
|
|
fn trigger(&self, _time: f32, _weight: f32, _entity: Entity, world: &mut World) {
|
|
|
|
world.send_event(self.clone());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn edit_message(
|
|
|
|
mut event_reader: EventReader<MessageEvent>,
|
|
|
|
mut text: Single<&mut Text, With<MessageText>>,
|
|
|
|
) {
|
|
|
|
for event in event_reader.read() {
|
|
|
|
text.sections[0].value = event.value.clone();
|
|
|
|
text.sections[0].style.color = event.color;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn setup(
|
|
|
|
mut commands: Commands,
|
|
|
|
mut animations: ResMut<Assets<AnimationClip>>,
|
|
|
|
mut graphs: ResMut<Assets<AnimationGraph>>,
|
|
|
|
) {
|
|
|
|
// Camera
|
|
|
|
commands.spawn((
|
|
|
|
Camera2d,
|
|
|
|
Camera {
|
|
|
|
clear_color: ClearColorConfig::Custom(BLACK.into()),
|
|
|
|
hdr: true,
|
|
|
|
..Default::default()
|
|
|
|
},
|
|
|
|
Bloom {
|
|
|
|
intensity: 0.4,
|
|
|
|
..Bloom::NATURAL
|
|
|
|
},
|
|
|
|
));
|
|
|
|
|
|
|
|
// The text that will be changed by animation events.
|
|
|
|
commands.spawn((
|
|
|
|
MessageText,
|
|
|
|
Text2dBundle {
|
|
|
|
text: Text::from_section(
|
|
|
|
"",
|
|
|
|
TextStyle {
|
|
|
|
font_size: 119.0,
|
|
|
|
color: Color::NONE,
|
|
|
|
..Default::default()
|
|
|
|
},
|
|
|
|
),
|
|
|
|
..Default::default()
|
|
|
|
},
|
|
|
|
));
|
|
|
|
|
|
|
|
// Create a new animation clip.
|
|
|
|
let mut animation = AnimationClip::default();
|
|
|
|
|
|
|
|
// This is only necessary if you want the duration of the
|
|
|
|
// animation to be longer than the last event in the clip.
|
|
|
|
animation.set_duration(2.0);
|
|
|
|
|
|
|
|
// Add events at the specified time.
|
|
|
|
animation.add_event(
|
|
|
|
0.0,
|
|
|
|
MessageEvent {
|
|
|
|
value: "HELLO".into(),
|
|
|
|
color: ALICE_BLUE.into(),
|
|
|
|
},
|
|
|
|
);
|
|
|
|
animation.add_event(
|
|
|
|
1.0,
|
|
|
|
MessageEvent {
|
|
|
|
value: "BYE".into(),
|
|
|
|
color: CRIMSON.into(),
|
|
|
|
},
|
|
|
|
);
|
|
|
|
|
|
|
|
// Create the animation graph.
|
|
|
|
let (graph, animation_index) = AnimationGraph::from_clip(animations.add(animation));
|
|
|
|
let mut player = AnimationPlayer::default();
|
|
|
|
player.play(animation_index).repeat();
|
|
|
|
|
2024-10-08 22:41:24 +00:00
|
|
|
commands.spawn((AnimationGraphHandle(graphs.add(graph)), player));
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Slowly fade out the text opacity.
|
|
|
|
fn animate_text_opacity(mut query: Query<&mut Text>, time: Res<Time>) {
|
|
|
|
for mut text in &mut query {
|
|
|
|
let color = &mut text.sections[0].style.color;
|
|
|
|
let a = color.alpha();
|
|
|
|
color.set_alpha(a - time.delta_seconds());
|
|
|
|
}
|
|
|
|
}
|