mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 22:20:20 +00:00
700123ec64
# Objective - Closes #15717 ## Solution - Wrap the handle in a new wrapper component: `AnimationGraphHandle`. ## Testing Searched for all instances of `AnimationGraph` in the examples and updated and tested those ## Migration Guide `Handle<AnimationGraph>` is no longer a component. Instead, use the `AnimationGraphHandle` component which contains a `Handle<AnimationGraph>`.
191 lines
6.6 KiB
Rust
191 lines
6.6 KiB
Rust
//! 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<AnimationGraph>,
|
|
// 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 = Text;
|
|
|
|
type Property = f32;
|
|
|
|
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
|
|
Some(&mut component.sections.get_mut(0)?.style.font_size)
|
|
}
|
|
}
|
|
|
|
impl AnimatableProperty for TextColorProperty {
|
|
type Component = Text;
|
|
|
|
type Property = Srgba;
|
|
|
|
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
|
|
match component.sections.get_mut(0)?.style.color {
|
|
Color::Srgba(ref mut color) => Some(color),
|
|
_ => None,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl AnimationInfo {
|
|
// Programmatically creates the UI animation.
|
|
fn create(
|
|
animation_graphs: &mut Assets<AnimationGraph>,
|
|
animation_clips: &mut Assets<AnimationClip>,
|
|
) -> 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<f32>`, 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::<FontSizeProperty, _>::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<Srgba>`, 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::<TextColorProperty, _>::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<AssetServer>,
|
|
mut animation_graphs: ResMut<Assets<AnimationGraph>>,
|
|
mut animation_clips: ResMut<Assets<AnimationClip>>,
|
|
) {
|
|
// 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(
|
|
TextBundle::from_section(
|
|
"Bevy",
|
|
TextStyle {
|
|
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
|
|
font_size: 24.0,
|
|
color: Color::Srgba(Srgba::RED),
|
|
},
|
|
)
|
|
.with_text_justify(JustifyText::Center),
|
|
)
|
|
// Mark as an animation target.
|
|
.insert(AnimationTarget {
|
|
id: animation_target_id,
|
|
player,
|
|
})
|
|
.insert(animation_target_name);
|
|
});
|
|
}
|