Struct bevy::animation::prelude::AnimationTransitions

pub struct AnimationTransitions { /* private fields */ }
Expand description

Manages fade-out of animation blend factors, allowing for smooth transitions between animations.

To use this component, place it on the same entity as the AnimationPlayer and bevy_asset::Handle<AnimationGraph>. It’ll take responsibility for adjusting the weight on the ActiveAnimation in order to fade out animations smoothly.

When using an AnimationTransitions component, you should play all animations through the AnimationTransitions::play method, rather than by directly manipulating the AnimationPlayer. Playing animations through the AnimationPlayer directly will cause the AnimationTransitions component to get confused about which animation is the “main” animation, and transitions will usually be incorrect as a result.

Implementations§

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impl AnimationTransitions

pub fn new() -> AnimationTransitions

Creates a new AnimationTransitions component, ready to be added to an entity with an AnimationPlayer.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 246)
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fn setup_scene_once_loaded(
    animations: Res<Animations>,
    foxes: Res<Foxes>,
    mut commands: Commands,
    mut player: Query<(Entity, &mut AnimationPlayer)>,
    mut done: Local<bool>,
) {
    if !*done && player.iter().len() == foxes.count {
        for (entity, mut player) in &mut player {
            commands
                .entity(entity)
                .insert(animations.graph.clone())
                .insert(AnimationTransitions::new());

            let playing_animation = player.play(animations.node_indices[0]).repeat();
            if !foxes.sync {
                playing_animation.seek_to(entity.index() as f32 / 10.0);
            }
        }
        *done = true;
    }
}
More examples
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examples/animation/animated_fox.rs (line 114)
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fn setup_scene_once_loaded(
    mut commands: Commands,
    animations: Res<Animations>,
    mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
) {
    for (entity, mut player) in &mut players {
        let mut transitions = AnimationTransitions::new();

        // Make sure to start the animation via the `AnimationTransitions`
        // component. The `AnimationTransitions` component wants to manage all
        // the animations and will get confused if the animations are started
        // directly via the `AnimationPlayer`.
        transitions
            .play(&mut player, animations.animations[0], Duration::ZERO)
            .repeat();

        commands
            .entity(entity)
            .insert(animations.graph.clone())
            .insert(transitions);
    }
}

pub fn play<'p>( &mut self, player: &'p mut AnimationPlayer, new_animation: NodeIndex, transition_duration: Duration ) -> &'p mut ActiveAnimation

Plays a new animation on the given AnimationPlayer, fading out any existing animations that were already playing over the transition_duration.

Pass Duration::ZERO to instantly switch to a new animation, avoiding any transition.

Examples found in repository?
examples/animation/animated_fox.rs (line 121)
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fn setup_scene_once_loaded(
    mut commands: Commands,
    animations: Res<Animations>,
    mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
) {
    for (entity, mut player) in &mut players {
        let mut transitions = AnimationTransitions::new();

        // Make sure to start the animation via the `AnimationTransitions`
        // component. The `AnimationTransitions` component wants to manage all
        // the animations and will get confused if the animations are started
        // directly via the `AnimationPlayer`.
        transitions
            .play(&mut player, animations.animations[0], Duration::ZERO)
            .repeat();

        commands
            .entity(entity)
            .insert(animations.graph.clone())
            .insert(transitions);
    }
}

fn keyboard_animation_control(
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
    animations: Res<Animations>,
    mut current_animation: Local<usize>,
) {
    for (mut player, mut transitions) in &mut animation_players {
        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
            continue;
        };

        if keyboard_input.just_pressed(KeyCode::Space) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            if playing_animation.is_paused() {
                playing_animation.resume();
            } else {
                playing_animation.pause();
            }
        }

        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 1.2);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 0.8);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed - 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed + 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::Enter) {
            *current_animation = (*current_animation + 1) % animations.animations.len();

            transitions
                .play(
                    &mut player,
                    animations.animations[*current_animation],
                    Duration::from_millis(250),
                )
                .repeat();
        }

        if keyboard_input.just_pressed(KeyCode::Digit1) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(1))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit3) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(3))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit5) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(5))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::KeyL) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation.set_repeat(RepeatAnimation::Forever);
        }
    }
}
More examples
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examples/stress_tests/many_foxes.rs (lines 323-327)
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fn keyboard_animation_control(
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
    animations: Res<Animations>,
    mut current_animation: Local<usize>,
    mut foxes: ResMut<Foxes>,
) {
    if keyboard_input.just_pressed(KeyCode::Space) {
        foxes.moving = !foxes.moving;
    }

    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
        foxes.speed *= 1.25;
    }

    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
        foxes.speed *= 0.8;
    }

    if keyboard_input.just_pressed(KeyCode::Enter) {
        *current_animation = (*current_animation + 1) % animations.node_indices.len();
    }

    for (mut player, mut transitions) in &mut animation_player {
        if keyboard_input.just_pressed(KeyCode::Space) {
            if player.all_paused() {
                player.resume_all();
            } else {
                player.pause_all();
            }
        }

        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
            player.adjust_speeds(1.25);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
            player.adjust_speeds(0.8);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
            player.seek_all_by(-0.1);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
            player.seek_all_by(0.1);
        }

        if keyboard_input.just_pressed(KeyCode::Enter) {
            transitions
                .play(
                    &mut player,
                    animations.node_indices[*current_animation],
                    Duration::from_millis(250),
                )
                .repeat();
        }
    }
}

Trait Implementations§

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impl Component for AnimationTransitions
where AnimationTransitions: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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fn register_component_hooks(_hooks: &mut ComponentHooks)

Called when registering this component, allowing mutable access to its ComponentHooks.
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impl Default for AnimationTransitions

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fn default() -> AnimationTransitions

Returns the “default value” for a type. Read more
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impl FromReflect for AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + RegisterForReflection,

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fn from_reflect( reflect: &(dyn Reflect + 'static) ) -> Option<AnimationTransitions>

Constructs a concrete instance of Self from a reflected value.
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fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl GetTypeRegistration for AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + RegisterForReflection,

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fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
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fn register_type_dependencies(registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
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impl Reflect for AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + RegisterForReflection,

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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
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fn into_any(self: Box<AnimationTransitions>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>.
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fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any.
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fn into_reflect(self: Box<AnimationTransitions>) -> Box<dyn Reflect>

Casts this type to a boxed reflected value.
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fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a reflected value.
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)

Casts this type to a mutable reflected value.
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Clones the value as a Reflect trait object. Read more
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Performs a type-checked assignment of a reflected value to this value. Read more
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Applies a reflected value to this value. Read more
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Returns a zero-sized enumeration of “kinds” of type. Read more
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Returns an immutable enumeration of “kinds” of type. Read more
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fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
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fn reflect_owned(self: Box<AnimationTransitions>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>

Returns a “partial equality” comparison result. Read more
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fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
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fn serializable(&self) -> Option<Serializable<'_>>

Returns a serializable version of the value. Read more
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fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl Struct for AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + RegisterForReflection,

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fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field named name as a &dyn Reflect.
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fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field named name as a &mut dyn Reflect.
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Returns a reference to the value of the field with index index as a &dyn Reflect.
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Returns a mutable reference to the value of the field with index index as a &mut dyn Reflect.
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Returns the name of the field with index index.
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Returns the number of fields in the struct.
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Returns an iterator over the values of the reflectable fields for this struct.
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fn clone_dynamic(&self) -> DynamicStruct

Clones the struct into a DynamicStruct.
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impl TypePath for AnimationTransitions

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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Returns a short, pretty-print enabled path to the type. Read more
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Returns the name of the type, or None if it is anonymous. Read more
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Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl Typed for AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + RegisterForReflection,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.

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