Comments (3)
Hi,
You mean that instead of passing the Handle<T>
into AssetAnimator::new()
, you directly retrieve it via the Query<>
inside the animator system, right?
Interesting. On one hand I think this makes sense, and makes it easier to create the AssetAnimator
without having to have the Handle<T>
already readily available from the same place creating the animator. It also probably makes things more Bevy-like. On the other hand, this limits the animator to only animate the component located on the same Entity
. This is a restriction compared to the current variant, however this is also a common Bevy pattern. So... I guess yes it makes sense?
from bevy_tweening.
yes in the same way that an Animator<T>
looks for a T: Component
on the entity, the AssetAnimator<T>
could look for a Handle<T>: Component
on the entity. it seems consistent to me but i have not worked with larger or 3d projects
from bevy_tweening.
Changed on main
, this will be available with the next version when Bevy 0.12 is out in the next few days or so. Thanks for the suggestion!
from bevy_tweening.
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from bevy_tweening.