Struct bevy_parallax::layer::LayerComponent
source · pub struct LayerComponent {
pub speed: Vec2,
pub repeat: LayerRepeat,
pub texture_count: Vec2,
pub camera: Entity,
}Expand description
Core component for parallax layer
Fields§
§speed: Vec2Relative speed of layer to the camera movement
repeat: LayerRepeat§texture_count: Vec2Number of rows (x) and columns (y) with the textures in the layer
camera: EntityTrait Implementations§
Auto Trait Implementations§
impl RefUnwindSafe for LayerComponent
impl Send for LayerComponent
impl Sync for LayerComponent
impl Unpin for LayerComponent
impl UnwindSafe for LayerComponent
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T [ShaderType] for self. When used in [AsBindGroup]
derives, it is safe to assume that all images in self exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId) )
unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
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Convert
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
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