 e0c296ee14
			
		
	
	
		e0c296ee14
		
			
		
	
	
	
	
		
			
			> Follow up to #11600 and #10588 @mockersf expressed some [valid concerns](https://github.com/bevyengine/bevy/pull/11600#issuecomment-1932796498) about the current system this PR attempts to fix: The `ComputedTextureSlices` reacts to asset change in both `bevy_sprite` and `bevy_ui`, meaning that if the `ImageScaleMode` is inserted by default in the bundles, we will iterate through most 2d items every time an asset is updated. # Solution - `ImageScaleMode` only has two variants: `Sliced` and `Tiled`. I removed the `Stretched` default - `ImageScaleMode` is no longer part of any bundle, but the relevant bundles explain that this additional component can be inserted This way, the *absence* of `ImageScaleMode` means the image will be stretched, and its *presence* will include the entity to the various slicing systems Optional components in bundles would make this more straigthfoward # Additional work Should I add new bundles with the `ImageScaleMode` component ?
		
			
				
	
	
		
			51 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			51 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Displays a single [`Sprite`] tiled in a grid, with a scaling animation
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| 
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| use bevy::prelude::*;
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, animate)
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|         .run();
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| }
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| 
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| #[derive(Resource)]
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| struct AnimationState {
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|     min: f32,
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|     max: f32,
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|     current: f32,
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|     speed: f32,
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| }
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn(Camera2dBundle::default());
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|     commands.insert_resource(AnimationState {
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|         min: 128.0,
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|         max: 512.0,
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|         current: 128.0,
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|         speed: 50.0,
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|     });
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|     commands.spawn((
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|         SpriteBundle {
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|             texture: asset_server.load("branding/icon.png"),
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|             ..default()
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|         },
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|         ImageScaleMode::Tiled {
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|             tile_x: true,
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|             tile_y: true,
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|             stretch_value: 0.5, // The image will tile every 128px
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|         },
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|     ));
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| }
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| 
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| fn animate(mut sprites: Query<&mut Sprite>, mut state: ResMut<AnimationState>, time: Res<Time>) {
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|     if state.current >= state.max || state.current <= state.min {
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|         state.speed = -state.speed;
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|     };
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|     state.current += state.speed * time.delta_seconds();
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|     for mut sprite in &mut sprites {
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|         sprite.custom_size = Some(Vec2::splat(state.current));
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|     }
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| }
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