Newer
Older
use bevy::{asset::Asset, ecs::component::Component, prelude::*};
use crate::{Animator, AnimatorState, AssetAnimator};
/// Plugin to add systems related to tweening
#[derive(Debug, Clone, Copy)]
pub struct TweeningPlugin;
impl Plugin for TweeningPlugin {
fn build(&self, app: &mut App) {
app.add_system(component_animator_system::<Transform>)
.add_system(component_animator_system::<Text>)
.add_system(component_animator_system::<Style>)
.add_system(component_animator_system::<Sprite>)
.add_system(asset_animator_system::<ColorMaterial>);
}
}
pub fn component_animator_system<T: Component>(
time: Res<Time>,
mut query: Query<(&mut T, &mut Animator<T>)>,
) {
for (ref mut target, ref mut animator) in query.iter_mut() {
if animator.state == AnimatorState::Paused {
continue;
// Play all tracks in parallel
for seq in &mut animator.tracks_mut().tracks {
seq.tick(time.delta(), target);
}
}
}
pub fn asset_animator_system<T: Asset>(
time: Res<Time>,
mut assets: ResMut<Assets<T>>,
mut query: Query<&mut AssetAnimator<T>>,
) {
for ref mut animator in query.iter_mut() {
if animator.state == AnimatorState::Paused {
continue;
if let Some(target) = assets.get_mut(animator.handle()) {
// Play all tracks in parallel
for seq in &mut animator.tracks_mut().tracks {
seq.tick(time.delta(), target);