
# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
61 lines
1.8 KiB
Rust
61 lines
1.8 KiB
Rust
//! Shows how to animate material properties
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, animate_materials)
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
commands.spawn((
|
|
Camera3dBundle {
|
|
transform: Transform::from_xyz(3.0, 1.0, 3.0)
|
|
.looking_at(Vec3::new(0.0, -0.5, 0.0), Vec3::Y),
|
|
..default()
|
|
},
|
|
EnvironmentMapLight {
|
|
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
|
|
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
|
intensity: 2_000.0,
|
|
},
|
|
));
|
|
|
|
let cube = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
|
|
for x in -1..2 {
|
|
for z in -1..2 {
|
|
commands.spawn(PbrBundle {
|
|
mesh: cube.clone(),
|
|
material: materials.add(LegacyColor::WHITE),
|
|
transform: Transform::from_translation(Vec3::new(x as f32, 0.0, z as f32)),
|
|
..default()
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
fn animate_materials(
|
|
material_handles: Query<&Handle<StandardMaterial>>,
|
|
time: Res<Time>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
for (i, material_handle) in material_handles.iter().enumerate() {
|
|
if let Some(material) = materials.get_mut(material_handle) {
|
|
let color = LegacyColor::hsl(
|
|
((i as f32 * 2.345 + time.elapsed_seconds_wrapped()) * 100.0) % 360.0,
|
|
1.0,
|
|
0.5,
|
|
);
|
|
material.base_color = color;
|
|
}
|
|
}
|
|
}
|