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리벳의 상태 기계를 펄럭이는 방법은 무엇입니까?

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리벳의 상태 기계를 펄럭이는 방법은 무엇입니까?

저는 "상태 기계"에 있는 시작, 처리, 종료의 세 가지 상태 애니메이션으로 .riv 파일을 만들었습니다. 리브 팀은 최근 역동적으로 변화하는 애니메이션과 함께 새로운 기능인 "상태 기계"를 발표했습니다. Floating 프로젝트에서 어떻게 사용하는지, 즉 애니메이션의 가치를 동적으로 변경하는지 확실하지 않다. 코드가 필요한 사람이 있다면 문제없어요, 제가 제공할 수 있습니다. 게다가, 리벳의 "상태 기계"에 링크. 나는 이 새로운 기능과 관련된 어떤 예도 찾지 못했다. 도와주세요! 감사해요.




If you are having SMIInput in your Animation them follow this code below:

import 'package:flutter/material.dart';
import 'package:rive/rive.dart';

class SplashScreen extends StatefulWidget {
const SplashScreen({super.key});

@override
State<SplashScreen> createState() => _SplashScreenState();
}

class _SplashScreenState extends State<SplashScreen> {
SMIInput<double>? _input;
StateMachineController? controller;
double val = 0;

void _onRiveInit(Artboard artboard) {
 controller =
    StateMachineController.fromArtboard(artboard, 'State Machine 1');
artboard.addController(controller!);

_input = controller?.findInput<double>('input') as SMINumber;
_input?.change(val);
}

@override
Widget build(BuildContext context) {
return Scaffold(
    appBar: AppBar(
      title: const Text('Simple Animation'),
    ),
    body: Center(
      child: SizedBox(
        width: 200.0,
        child: GestureDetector(
          child: RiveAnimation.asset(
            'assets/rive/loading_state.riv',
            fit: BoxFit.fitWidth,
            onInit: (art) {
              _onRiveInit(art);
            },
          ),
          onTap: () {
            val++;
            _input?.change(val);
          },
        ),
      ),
    ));
  }
}



There are examples on rives pub package site. Here is one for state machine. example_state_machine.dart

import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
import 'package:flutter/widgets.dart';
import 'package:rive/rive.dart';

/// An example showing how to drive two boolean state machine inputs.
class ExampleStateMachine extends StatefulWidget {
  const ExampleStateMachine({Key? key}) : super(key: key);

  @override
  _ExampleStateMachineState createState() => _ExampleStateMachineState();
}

class _ExampleStateMachineState extends State<ExampleStateMachine> {
  /// Tracks if the animation is playing by whether controller is running.
  bool get isPlaying => _controller?.isActive ?? false;

  Artboard? _riveArtboard;
  StateMachineController? _controller;
  SMIInput<bool>? _hoverInput;
  SMIInput<bool>? _pressInput;

  @override
  void initState() {
    super.initState();

    // Load the animation file from the bundle, note that you could also
    // download this. The RiveFile just expects a list of bytes.
    rootBundle.load('assets/rocket.riv').then(
      (data) async {
        // Load the RiveFile from the binary data.
        final file = RiveFile.import(data);

        // The artboard is the root of the animation and gets drawn in the
        // Rive widget.
        final artboard = file.mainArtboard;
        var controller =
            StateMachineController.fromArtboard(artboard, 'Button');
        if (controller != null) {
          artboard.addController(controller);
          _hoverInput = controller.findInput('Hover');
          _pressInput = controller.findInput('Press');
        }
        setState(() => _riveArtboard = artboard);
      },
    );
  }

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      backgroundColor: Colors.grey,
      appBar: AppBar(
        title: const Text('Button State Machine'),
      ),
      body: Center(
        child: _riveArtboard == null
            ? const SizedBox()
            : MouseRegion(
                onEnter: (_) => _hoverInput?.value = true,
                onExit: (_) => _hoverInput?.value = false,
                child: GestureDetector(
                  onTapDown: (_) => _pressInput?.value = true,
                  onTapCancel: () => _pressInput?.value = false,
                  onTapUp: (_) => _pressInput?.value = false,
                  child: SizedBox(
                    width: 250,
                    height: 250,
                    child: Rive(
                      artboard: _riveArtboard!,
                    ),
                  ),
                ),
              ),
      ),
    );
  }
}



The other answer is outdated.

class SimpleStateMachine extends StatefulWidget {
  const SimpleStateMachine({Key? key}) : super(key: key);

  @override
  _SimpleStateMachineState createState() => _SimpleStateMachineState();
}

class _SimpleStateMachineState extends State<SimpleStateMachine> {
  SMITrigger? _bump;

  void _onRiveInit(Artboard artboard) {
    final controller = StateMachineController.fromArtboard(artboard, 'bumpy');
    artboard.addController(controller!);
    _bump = controller.findInput<bool>('bump') as SMITrigger;
  }

  void _hitBump() => _bump?.fire();

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: const Text('Simple Animation'),
      ),
      body: Center(
        child: GestureDetector(
          child: RiveAnimation.network(
            'https://cdn.rive.app/animations/vehicles.riv',
            fit: BoxFit.cover,
            onInit: _onRiveInit,
          ),
          onTap: _hitBump,
        ),
      ),
    );
  }
}

See the RIVE guide:

https://help.rive.app/runtimes/state-machines


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