I have a Entity containing a Srite Sheet and class instance
let texture_handle = asset_server.load("turret_idle.png");
let texture_atlas: TextureAtlas = TextureAtlas::from_grid(texture_handle, ...);
let texture_atlas_handle = texture_atlases.add(texture_atlas);
let mut turret = Turret::create(...);
commands.spawn_bundle(SpriteSheetBundle {
texture_atlas: texture_atlas_handle,
transform: Transform::from_xyz(pos),
..default()
})
.insert(turret)
.insert(AnimationTimer(Timer::from_seconds(0.04, true)));
The AnimationTimer will then be used in a query together with the Texture Atlas Handle to render the next sprite
fn animate_turret(
time: Res<Time>,
texture_atlases: Res<Assets<TextureAtlas>>,
mut query: Query<(
&mut AnimationTimer,
&mut TextureAtlasSprite,
&Handle<TextureAtlas>,
)>,
) {
for (mut timer, mut sprite, texture_atlas_handle) in &mut query {
timer.tick(time.delta());
if timer.just_finished() {
let texture_atlas = texture_atlases.get(texture_atlas_handle).unwrap();
sprite.index = (sprite.index + 1) % texture_atlas.textures.len();
}
}
}
This works perfectly fine as long as the tower is idle thus plays the idle animation. As soon as a target is found and attacked, I want to display another sprite sheet instead.
let texture_handle_attack = asset_server.load("turret_attack.png");
Unfortunately, It seems that I cannot add multiple TextureAtlas Handles to a Sprite Sheet Bundle and decide later which one to render. How do I solve this? I thought about merging all animations into one Sprite Sheet already but this is very messy as they have different frames.