//! 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::() .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, mut text: Single<&mut Text, With>, ) { 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>, mut graphs: ResMut>, ) { // 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(); commands.spawn((AnimationGraphHandle(graphs.add(graph)), player)); } // Slowly fade out the text opacity. fn animate_text_opacity(mut query: Query<&mut Text>, time: Res