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/*
* librePvZ-animation: animation playing for librePvZ.
* Copyright (c) 2022 Ruifeng Xie
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
//! librePvZ-animation: animation playing for librePvZ for [`bevy`].
#![doc = include_str!("../README.md")]
#![warn(missing_docs)]
#![warn(missing_debug_implementations)]
pub mod transform;
pub mod curve;
pub mod clip;
pub mod player;
use bevy::prelude::*;
use bevy::transform::TransformSystem;
use crate::transform::Transform2D;
/// Labels for animation systems.
#[derive(Clone, Debug, SystemSet, PartialEq, Eq, Hash)]
pub enum AnimationSystem {
/// Ticking the time in animation players.
PlayerTicking,
/// Initialize/update curve bindings.
PlayerCurveBind,
/// Sample the curves and apply to the entities.
PlayerSampling,
}
/// Extend [`App`] with an `register_for_animation` API.
pub trait AnimationExt {
/// Register a [`Component`] for animation.
fn register_for_animation<C: Component>(&mut self) -> &mut Self;
}
impl AnimationExt for App {
fn register_for_animation<C: Component>(&mut self) -> &mut Self {
self.add_systems(PostUpdate, player::animate_entities_system::<C>
.in_set(AnimationSystem::PlayerSampling))
}
}
/// Plugin for animation playing.
#[allow(missing_debug_implementations)]
pub struct AnimationPlugin;
impl Plugin for AnimationPlugin {
fn build(&self, app: &mut App) {
app.register_type::<Transform2D>()
.init_asset::<clip::AnimationClip>()
.add_systems(PostUpdate, transform::transform_propagate_system.in_set(TransformSystem::TransformPropagate))
.add_systems(PostUpdate, player::bind_curve_system.in_set(AnimationSystem::PlayerCurveBind))
.add_systems(PostUpdate, player::tick_animation_system.in_set(AnimationSystem::PlayerTicking))
.configure_sets(PostUpdate, (
AnimationSystem::PlayerTicking,
AnimationSystem::PlayerCurveBind,
AnimationSystem::PlayerSampling.before(TransformSystem::TransformPropagate),
))
.register_for_animation::<Transform2D>()
.register_for_animation::<Sprite>()
.register_for_animation::<Visibility>()
.register_for_animation::<Handle<Image>>();
}
}