Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
中文简介正在准备中。当前显示原文说明。
Bevy ECS skill for audio playback. Keywords: Bevy, AudioPlayer, AudioSink, PlaybackSettings, AssetServer.
中文简介正在准备中。当前显示原文说明。
查看安装方法安装前可以查看交给 AI 代理的指令内容。
Load this when a clip should start, loop, pause, or change volume. bevy::audio in Bevy 0.20 and the audio_control example are the sources.
AudioPlayer::new(asset_server.load(...)). AudioPlayer<Source> holds Handle<Source> where Source: Asset + Decodable. If the asset is not ready, playback starts when it is. AudioPlayer requires PlaybackSettings.PlaybackSettings configures the start. PlaybackSettings::LOOP and .with_spatial(true) appear in the spatial examples. Changes to PlaybackSettings do not affect audio that is already playing. PlaybackMode is Once, Loop, Despawn, or Remove.AudioSink. The control example queries AudioSink and calls pause, toggle_mute, set_volume, set_speed, and position. SpatialAudioSink is the spatial counterpart named on the playback page.AudioPlayer cannot be reused. Remove the audio components and add them again.Startup or from a system that has Res<AssetServer> and Commands. Control systems in the example run where they read ButtonInput<KeyCode> and Res<Time>.| Need | Bevy idiom |
|---|---|
| Start a file | AudioPlayer::new plus AssetServer::load |
| Loop | PlaybackSettings::LOOP |
| Pause, mute, or volume while playing | AudioSink methods on the same entity |
| One-shot that should leave the world | PlaybackMode::Despawn or Remove |
| Positional emitter | PlaybackSettings with with_spatial(true) and SpatialAudioSink |
[dependencies]
bevy = "0.20"
AudioPlayer starts when the handle is ready. PlaybackSettings applies only at that start. AudioSink is inserted once playback begins and is the live control.
use bevy::audio::{AudioSinkPlayback, Volume};
fn spawn_music(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
AudioPlayer::new(asset_server.load("audio/music.ogg")),
PlaybackSettings::LOOP.with_volume(Volume::Linear(0.6)),
));
}
fn spawn_oneshot(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
AudioPlayer::new(asset_server.load("audio/ui.ogg")),
PlaybackSettings::DESPAWN,
));
}
fn duck_music(mut sinks: Query<&mut AudioSink>) {
for mut sink in &mut sinks {
sink.set_volume(Volume::Linear(0.25));
sink.pause();
}
}
A positional emitter sets with_spatial(true) and a Transform. Live control of that emitter uses SpatialAudioSink.
use bevy::audio::{AudioSinkPlayback, Volume};
fn spawn_footstep(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
AudioPlayer::new(asset_server.load("audio/step.ogg")),
PlaybackSettings::ONCE.with_spatial(true),
Transform::from_xyz(3.0, 0.0, 1.0),
));
}
fn quiet_nearby(mut sinks: Query<&mut SpatialAudioSink>) {
for mut sink in &mut sinks {
sink.set_volume(Volume::Linear(0.5));
}
}
A finished non-looping player cannot be reused. Drop the player and the sink, then insert them again with the same handle.
use bevy::audio::AudioSinkPlayback;
fn replay_when_empty(mut commands: Commands, playing: Query<(Entity, &AudioPlayer, &AudioSink)>) {
for (entity, player, sink) in &playing {
if !sink.empty() {
continue;
}
let handle = player.0.clone();
commands.entity(entity).remove::<AudioPlayer>().remove::<AudioSink>();
commands.entity(entity).insert((
AudioPlayer::new(handle),
PlaybackSettings::ONCE,
));
}
}
Target: Bevy 0.20+.
Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.
| Piece | Owner | Who may mutate | Schedule |
|---|---|---|---|
| Data on one entity | Component | One system via Query | Update or FixedMain |
| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |
| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |
| Order that must not race | .chain() | The chained systems only | Same schedule |
| Plugin boundary | Plugin | build registers systems and resources | Before the app runs |
Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.
| If you need | Do this | Do not |
|---|---|---|
| Per-entity data | Component + Query | A plain struct stored outside the world |
| App-wide config or clock | Resource | Copy the value onto every entity |
| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |
| Startup spawn | Commands in Startup | Spawn from a render system |
| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |
| An API outside the documented set | Check the official docs first | A made-up crate or API |
Load references/ecs-ownership.md for the ownership table.
Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.
Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.
Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
Do not change PlaybackSettings to retune audio that is already playing. WHY: those settings apply only when playback starts; live control is AudioSink.
No volume curves or mixer nodes this file did not open. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No third-party audio crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
The library pin on bevy-master stays 0.20.0. Permalinks stay unversioned.
latest branch.Component, systems, Query, Startup, Update, and .chain().AssetServer and Handle.还没有评价。欢迎分享你的使用感受。
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
中文简介正在准备中。当前显示原文说明。
Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.
中文简介正在准备中。当前显示原文说明。
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
中文简介正在准备中。当前显示原文说明。
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
中文简介正在准备中。当前显示原文说明。
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
中文简介正在准备中。当前显示原文说明。
Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.
中文简介正在准备中。当前显示原文说明。