pub struct AnimationPlayer { /* private fields */ }Expand description
Plays clips (looping, or once) on the AnimationBones below its entity, blending smoothly
from one clip to the next.
Implementations§
Source§impl AnimationPlayer
impl AnimationPlayer
Sourcepub fn play(&mut self, clip: Handle<AnimationClip>) -> &mut Self
pub fn play(&mut self, clip: Handle<AnimationClip>) -> &mut Self
Plays clip right away, from its start.
Sourcepub fn play_once(&mut self, clip: Handle<AnimationClip>, fade: f32) -> &mut Self
pub fn play_once(&mut self, clip: Handle<AnimationClip>, fade: f32) -> &mut Self
Blends to clip over fade seconds and plays it once, from its start (even if it is
already playing), holding its last pose. See Self::is_finished.
Sourcepub fn is_finished(&self) -> bool
pub fn is_finished(&self) -> bool
Whether the clip played once is over.
Sourcepub fn crossfade(
&mut self,
clip: Handle<AnimationClip>,
duration: f32,
) -> &mut Self
pub fn crossfade( &mut self, clip: Handle<AnimationClip>, duration: f32, ) -> &mut Self
Blends from the current clip to clip over duration seconds. Keeps playing if clip
is already the active clip.
Sourcepub fn set_speed(&mut self, speed: f32) -> &mut Self
pub fn set_speed(&mut self, speed: f32) -> &mut Self
Playback speed of the active clip (1 = authored speed).
pub fn is_playing(&self, clip: &Handle<AnimationClip>) -> bool
Trait Implementations§
Source§impl Clone for AnimationPlayer
impl Clone for AnimationPlayer
Source§fn clone(&self) -> AnimationPlayer
fn clone(&self) -> AnimationPlayer
Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl Component for AnimationPlayer
impl Component for AnimationPlayer
Source§const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
A constant indicating the storage type used for this component.
Source§type Mutability = Mutable
type Mutability = Mutable
A marker type to assist Bevy with determining if this component is
mutable, or immutable. Mutable components will have [
Component<Mutability = Mutable>],
while immutable components will instead have [Component<Mutability = Immutable>]. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Registers required components. Read more
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
Returns [
ComponentRelationshipAccessor] required for working with relationships in dynamic contexts. Read more§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Gets the
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Gets the
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fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Gets the
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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on_despawn [ComponentHook] for this [Component] if one is defined.§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
Maps the entities on this component using the given [
EntityMapper]. This is used to remap entities in contexts like scenes and entity cloning.
When deriving [Component], this is populated by annotating fields containing entities with #[entities] Read moreSource§impl Debug for AnimationPlayer
impl Debug for AnimationPlayer
Source§impl Default for AnimationPlayer
impl Default for AnimationPlayer
Source§fn default() -> AnimationPlayer
fn default() -> AnimationPlayer
Returns the “default value” for a type. Read more
Auto Trait Implementations§
impl !RefUnwindSafe for AnimationPlayer
impl !UnwindSafe for AnimationPlayer
impl Freeze for AnimationPlayer
impl Send for AnimationPlayer
impl Sync for AnimationPlayer
impl Unpin for AnimationPlayer
impl UnsafeUnpin for AnimationPlayer
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Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>
§fn get_component_ids(
components: &Components,
) -> impl Iterator<Item = Option<ComponentId>>
fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>
Return a iterator over this [
Bundle]’s component ids. This will be None if the component has not been registered.§impl<C> BundleFromComponents for Cwhere
C: Component,
impl<C> BundleFromComponents for Cwhere
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impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
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§impl<T> DowncastSync for T
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§impl<C> DynamicBundle for Cwhere
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impl<C> DynamicBundle for Cwhere
C: Component,
§unsafe fn get_components(
ptr: MovingPtr<'_, C>,
func: &mut impl FnMut(StorageType, OwningPtr<'_>),
) -> <C as DynamicBundle>::Effect
unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect
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§unsafe fn apply_effect(
_ptr: MovingPtr<'_, MaybeUninit<C>>,
_entity: &mut EntityWorldMut<'_>,
)
unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )
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