//! Shows how to use animation clips to animate UI properties. use bevy::{ animation::{AnimationTarget, AnimationTargetId}, prelude::*, }; // A type that represents the font size of the first text section. // // We implement `AnimatableProperty` on this. #[derive(Reflect)] struct FontSizeProperty; // A type that represents the color of the first text section. // // We implement `AnimatableProperty` on this. #[derive(Reflect)] struct TextColorProperty; // Holds information about the animation we programmatically create. struct AnimationInfo { // The name of the animation target (in this case, the text). target_name: Name, // The ID of the animation target, derived from the name. target_id: AnimationTargetId, // The animation graph asset. graph: Handle, // The index of the node within that graph. node_index: AnimationNodeIndex, } // The entry point. fn main() { App::new() .add_plugins(DefaultPlugins) // Note that we don't need any systems other than the setup system, // because Bevy automatically updates animations every frame. .add_systems(Startup, setup) .run(); } impl AnimatableProperty for FontSizeProperty { type Component = TextStyle; type Property = f32; fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> { Some(&mut component.font_size) } } impl AnimatableProperty for TextColorProperty { type Component = TextStyle; type Property = Srgba; fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> { match component.color { Color::Srgba(ref mut color) => Some(color), _ => None, } } } impl AnimationInfo { // Programmatically creates the UI animation. fn create( animation_graphs: &mut Assets, animation_clips: &mut Assets, ) -> AnimationInfo { // Create an ID that identifies the text node we're going to animate. let animation_target_name = Name::new("Text"); let animation_target_id = AnimationTargetId::from_name(&animation_target_name); // Allocate an animation clip. let mut animation_clip = AnimationClip::default(); // Create a curve that animates font size. // // The curve itself is a `Curve`, and `f32` is `FontSizeProperty::Property`, // which is required by `AnimatableCurve::from_curve`. animation_clip.add_curve_to_target( animation_target_id, AnimatableKeyframeCurve::new( [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0] .into_iter() .zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]), ) .map(AnimatableCurve::::from_curve) .expect("should be able to build translation curve because we pass in valid samples"), ); // Create a curve that animates font color. Note that this should have // the same time duration as the previous curve. // // Similar to the above, the curve itself is a `Curve`, and `Srgba` is // `TextColorProperty::Property`, which is required by the `from_curve` method. animation_clip.add_curve_to_target( animation_target_id, AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0].into_iter().zip([ Srgba::RED, Srgba::GREEN, Srgba::BLUE, Srgba::RED, ])) .map(AnimatableCurve::::from_curve) .expect("should be able to build translation curve because we pass in valid samples"), ); // Save our animation clip as an asset. let animation_clip_handle = animation_clips.add(animation_clip); // Create an animation graph with that clip. let (animation_graph, animation_node_index) = AnimationGraph::from_clip(animation_clip_handle); let animation_graph_handle = animation_graphs.add(animation_graph); AnimationInfo { target_name: animation_target_name, target_id: animation_target_id, graph: animation_graph_handle, node_index: animation_node_index, } } } // Creates all the entities in the scene. fn setup( mut commands: Commands, asset_server: Res, mut animation_graphs: ResMut>, mut animation_clips: ResMut>, ) { // Create the animation. let AnimationInfo { target_name: animation_target_name, target_id: animation_target_id, graph: animation_graph, node_index: animation_node_index, } = AnimationInfo::create(&mut animation_graphs, &mut animation_clips); // Build an animation player that automatically plays the UI animation. let mut animation_player = AnimationPlayer::default(); animation_player.play(animation_node_index).repeat(); // Add a camera. commands.spawn(Camera2d); // Build the UI. We have a parent node that covers the whole screen and // contains the `AnimationPlayer`, as well as a child node that contains the // text to be animated. commands .spawn(NodeBundle { // Cover the whole screen, and center contents. style: Style { position_type: PositionType::Absolute, top: Val::Px(0.0), left: Val::Px(0.0), right: Val::Px(0.0), bottom: Val::Px(0.0), justify_content: JustifyContent::Center, align_items: AlignItems::Center, ..default() }, ..default() }) .insert(animation_player) .insert(AnimationGraphHandle(animation_graph)) .with_children(|builder| { // Build the text node. let player = builder.parent_entity(); builder .spawn(( Text::new("Bevy"), TextStyle { font: asset_server.load("fonts/FiraSans-Bold.ttf"), font_size: 24.0, color: Color::Srgba(Srgba::RED), ..default() }, TextBlock::new_with_justify(JustifyText::Center), )) // Mark as an animation target. .insert(AnimationTarget { id: animation_target_id, player, }) .insert(animation_target_name); }); }