bevy::animation::prelude

Struct AnimationTransitions

Source
pub struct AnimationTransitions { /* private fields */ }
Expand description

Manages fade-out of animation blend factors, allowing for smooth transitions between animations.

To use this component, place it on the same entity as the AnimationPlayer and AnimationGraphHandle. It’ll take responsibility for adjusting the weight on the ActiveAnimation in order to fade out animations smoothly.

When using an AnimationTransitions component, you should play all animations through the AnimationTransitions::play method, rather than by directly manipulating the AnimationPlayer. Playing animations through the AnimationPlayer directly will cause the AnimationTransitions component to get confused about which animation is the “main” animation, and transitions will usually be incorrect as a result.

Implementations§

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impl AnimationTransitions

Source

pub fn new() -> AnimationTransitions

Creates a new AnimationTransitions component, ready to be added to an entity with an AnimationPlayer.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 244)
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fn setup_scene_once_loaded(
    animations: Res<Animations>,
    foxes: Res<Foxes>,
    mut commands: Commands,
    mut player: Query<(Entity, &mut AnimationPlayer)>,
    mut done: Local<bool>,
) {
    if !*done && player.iter().len() == foxes.count {
        for (entity, mut player) in &mut player {
            commands
                .entity(entity)
                .insert(AnimationGraphHandle(animations.graph.clone()))
                .insert(AnimationTransitions::new());

            let playing_animation = player.play(animations.node_indices[0]).repeat();
            if !foxes.sync {
                playing_animation.seek_to(entity.index() as f32 / 10.0);
            }
        }
        *done = true;
    }
}
More examples
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examples/testbed/3d.rs (line 291)
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    fn pause_animation_frame(
        trigger: Trigger<SceneInstanceReady>,
        children: Query<&Children>,
        mut commands: Commands,
        animation: Res<Animation>,
        mut players: Query<(Entity, &mut AnimationPlayer)>,
    ) {
        let entity = children.get(trigger.entity()).unwrap()[0];
        let entity = children.get(entity).unwrap()[0];

        let (entity, mut player) = players.get_mut(entity).unwrap();
        let mut transitions = AnimationTransitions::new();
        transitions
            .play(&mut player, animation.animation, Duration::ZERO)
            .seek_to(0.5)
            .pause();

        commands
            .entity(entity)
            .insert(AnimationGraphHandle(animation.graph.clone()))
            .insert(transitions);
    }
examples/animation/animated_fox.rs (line 162)
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fn setup_scene_once_loaded(
    mut commands: Commands,
    animations: Res<Animations>,
    feet: Res<FoxFeetTargets>,
    graphs: Res<Assets<AnimationGraph>>,
    mut clips: ResMut<Assets<AnimationClip>>,
    mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
) {
    fn get_clip<'a>(
        node: AnimationNodeIndex,
        graph: &AnimationGraph,
        clips: &'a mut Assets<AnimationClip>,
    ) -> &'a mut AnimationClip {
        let node = graph.get(node).unwrap();
        let clip = match &node.node_type {
            AnimationNodeType::Clip(handle) => clips.get_mut(handle),
            _ => unreachable!(),
        };
        clip.unwrap()
    }

    for (entity, mut player) in &mut players {
        let graph = graphs.get(&animations.graph).unwrap();

        // Send `OnStep` events once the fox feet hits the ground in the running animation.
        let running_animation = get_clip(animations.animations[0], graph, &mut clips);
        // You can determine the time an event should trigger if you know witch frame it occurs and
        // the frame rate of the animation. Let's say we want to trigger an event at frame 15,
        // and the animation has a frame rate of 24 fps, then time = 15 / 24 = 0.625.
        running_animation.add_event_to_target(feet.front_left, 0.625, OnStep);
        running_animation.add_event_to_target(feet.front_right, 0.5, OnStep);
        running_animation.add_event_to_target(feet.back_left, 0.0, OnStep);
        running_animation.add_event_to_target(feet.back_right, 0.125, OnStep);

        let mut transitions = AnimationTransitions::new();

        // Make sure to start the animation via the `AnimationTransitions`
        // component. The `AnimationTransitions` component wants to manage all
        // the animations and will get confused if the animations are started
        // directly via the `AnimationPlayer`.
        transitions
            .play(&mut player, animations.animations[0], Duration::ZERO)
            .repeat();

        commands
            .entity(entity)
            .insert(AnimationGraphHandle(animations.graph.clone()))
            .insert(transitions);
    }
}
Source

pub fn play<'p>( &mut self, player: &'p mut AnimationPlayer, new_animation: NodeIndex, transition_duration: Duration, ) -> &'p mut ActiveAnimation

Plays a new animation on the given AnimationPlayer, fading out any existing animations that were already playing over the transition_duration.

Pass Duration::ZERO to instantly switch to a new animation, avoiding any transition.

Examples found in repository?
examples/testbed/3d.rs (line 293)
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    fn pause_animation_frame(
        trigger: Trigger<SceneInstanceReady>,
        children: Query<&Children>,
        mut commands: Commands,
        animation: Res<Animation>,
        mut players: Query<(Entity, &mut AnimationPlayer)>,
    ) {
        let entity = children.get(trigger.entity()).unwrap()[0];
        let entity = children.get(entity).unwrap()[0];

        let (entity, mut player) = players.get_mut(entity).unwrap();
        let mut transitions = AnimationTransitions::new();
        transitions
            .play(&mut player, animation.animation, Duration::ZERO)
            .seek_to(0.5)
            .pause();

        commands
            .entity(entity)
            .insert(AnimationGraphHandle(animation.graph.clone()))
            .insert(transitions);
    }
More examples
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examples/stress_tests/many_foxes.rs (lines 321-325)
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fn keyboard_animation_control(
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
    animations: Res<Animations>,
    mut current_animation: Local<usize>,
    mut foxes: ResMut<Foxes>,
) {
    if keyboard_input.just_pressed(KeyCode::Space) {
        foxes.moving = !foxes.moving;
    }

    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
        foxes.speed *= 1.25;
    }

    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
        foxes.speed *= 0.8;
    }

    if keyboard_input.just_pressed(KeyCode::Enter) {
        *current_animation = (*current_animation + 1) % animations.node_indices.len();
    }

    for (mut player, mut transitions) in &mut animation_player {
        if keyboard_input.just_pressed(KeyCode::Space) {
            if player.all_paused() {
                player.resume_all();
            } else {
                player.pause_all();
            }
        }

        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
            player.adjust_speeds(1.25);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
            player.adjust_speeds(0.8);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
            player.seek_all_by(-0.1);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
            player.seek_all_by(0.1);
        }

        if keyboard_input.just_pressed(KeyCode::Enter) {
            transitions
                .play(
                    &mut player,
                    animations.node_indices[*current_animation],
                    Duration::from_millis(250),
                )
                .repeat();
        }
    }
}
examples/animation/animated_fox.rs (line 169)
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fn setup_scene_once_loaded(
    mut commands: Commands,
    animations: Res<Animations>,
    feet: Res<FoxFeetTargets>,
    graphs: Res<Assets<AnimationGraph>>,
    mut clips: ResMut<Assets<AnimationClip>>,
    mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
) {
    fn get_clip<'a>(
        node: AnimationNodeIndex,
        graph: &AnimationGraph,
        clips: &'a mut Assets<AnimationClip>,
    ) -> &'a mut AnimationClip {
        let node = graph.get(node).unwrap();
        let clip = match &node.node_type {
            AnimationNodeType::Clip(handle) => clips.get_mut(handle),
            _ => unreachable!(),
        };
        clip.unwrap()
    }

    for (entity, mut player) in &mut players {
        let graph = graphs.get(&animations.graph).unwrap();

        // Send `OnStep` events once the fox feet hits the ground in the running animation.
        let running_animation = get_clip(animations.animations[0], graph, &mut clips);
        // You can determine the time an event should trigger if you know witch frame it occurs and
        // the frame rate of the animation. Let's say we want to trigger an event at frame 15,
        // and the animation has a frame rate of 24 fps, then time = 15 / 24 = 0.625.
        running_animation.add_event_to_target(feet.front_left, 0.625, OnStep);
        running_animation.add_event_to_target(feet.front_right, 0.5, OnStep);
        running_animation.add_event_to_target(feet.back_left, 0.0, OnStep);
        running_animation.add_event_to_target(feet.back_right, 0.125, OnStep);

        let mut transitions = AnimationTransitions::new();

        // Make sure to start the animation via the `AnimationTransitions`
        // component. The `AnimationTransitions` component wants to manage all
        // the animations and will get confused if the animations are started
        // directly via the `AnimationPlayer`.
        transitions
            .play(&mut player, animations.animations[0], Duration::ZERO)
            .repeat();

        commands
            .entity(entity)
            .insert(AnimationGraphHandle(animations.graph.clone()))
            .insert(transitions);
    }
}

fn keyboard_animation_control(
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
    animations: Res<Animations>,
    mut current_animation: Local<usize>,
) {
    for (mut player, mut transitions) in &mut animation_players {
        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
            continue;
        };

        if keyboard_input.just_pressed(KeyCode::Space) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            if playing_animation.is_paused() {
                playing_animation.resume();
            } else {
                playing_animation.pause();
            }
        }

        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 1.2);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let speed = playing_animation.speed();
            playing_animation.set_speed(speed * 0.8);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed - 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            let elapsed = playing_animation.seek_time();
            playing_animation.seek_to(elapsed + 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::Enter) {
            *current_animation = (*current_animation + 1) % animations.animations.len();

            transitions
                .play(
                    &mut player,
                    animations.animations[*current_animation],
                    Duration::from_millis(250),
                )
                .repeat();
        }

        if keyboard_input.just_pressed(KeyCode::Digit1) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(1))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit3) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(3))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::Digit5) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation
                .set_repeat(RepeatAnimation::Count(5))
                .replay();
        }

        if keyboard_input.just_pressed(KeyCode::KeyL) {
            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
            playing_animation.set_repeat(RepeatAnimation::Forever);
        }
    }
}
Source

pub fn get_main_animation(&self) -> Option<NodeIndex>

Obtain the currently playing main animation.

Trait Implementations§

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impl Clone for AnimationTransitions

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fn clone(&self) -> AnimationTransitions

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &AnimationTransitions)

Performs copy-assignment from source. Read more
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impl Component for AnimationTransitions
where AnimationTransitions: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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fn register_required_components( requiree: ComponentId, components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, inheritance_depth: u16, )

Registers required components.
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fn register_component_hooks(hooks: &mut ComponentHooks)

Called when registering this component, allowing mutable access to its ComponentHooks.
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impl Default for AnimationTransitions

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fn default() -> AnimationTransitions

Returns the “default value” for a type. Read more
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impl FromArg for &'static AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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type This<'from_arg> = &'from_arg AnimationTransitions

The type to convert into. Read more
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fn from_arg( arg: Arg<'_>, ) -> Result<<&'static AnimationTransitions as FromArg>::This<'_>, ArgError>

Creates an item from an argument. Read more
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impl FromArg for &'static mut AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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type This<'from_arg> = &'from_arg mut AnimationTransitions

The type to convert into. Read more
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fn from_arg( arg: Arg<'_>, ) -> Result<<&'static mut AnimationTransitions as FromArg>::This<'_>, ArgError>

Creates an item from an argument. Read more
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impl FromArg for AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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type This<'from_arg> = AnimationTransitions

The type to convert into. Read more
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fn from_arg( arg: Arg<'_>, ) -> Result<<AnimationTransitions as FromArg>::This<'_>, ArgError>

Creates an item from an argument. Read more
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impl FromReflect for AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn from_reflect( reflect: &(dyn PartialReflect + 'static), ) -> Option<AnimationTransitions>

Constructs a concrete instance of Self from a reflected value.
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fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl GetOwnership for &AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl GetOwnership for &mut AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl GetOwnership for AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl GetTypeRegistration for AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
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fn register_type_dependencies(registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
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impl IntoReturn for &AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn into_return<'into_return>(self) -> Return<'into_return>
where &AnimationTransitions: 'into_return,

Converts Self into a Return value.
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impl IntoReturn for &mut AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn into_return<'into_return>(self) -> Return<'into_return>
where &mut AnimationTransitions: 'into_return,

Converts Self into a Return value.
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impl IntoReturn for AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn into_return<'into_return>(self) -> Return<'into_return>
where AnimationTransitions: 'into_return,

Converts Self into a Return value.
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impl PartialReflect for AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
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fn clone_value(&self) -> Box<dyn PartialReflect>

Clones the value as a Reflect trait object. Read more
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fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>

Tries to apply a reflected value to this value. Read more
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fn reflect_kind(&self) -> ReflectKind

Returns a zero-sized enumeration of “kinds” of type. Read more
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fn reflect_ref(&self) -> ReflectRef<'_>

Returns an immutable enumeration of “kinds” of type. Read more
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fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
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fn reflect_owned(self: Box<AnimationTransitions>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn try_into_reflect( self: Box<AnimationTransitions>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>

Attempts to cast this type to a boxed, fully-reflected value.
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fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>

Attempts to cast this type to a fully-reflected value.
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fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>

Attempts to cast this type to a mutable, fully-reflected value.
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fn into_partial_reflect( self: Box<AnimationTransitions>, ) -> Box<dyn PartialReflect>

Casts this type to a boxed, reflected value. Read more
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fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)

Casts this type to a reflected value. Read more
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fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)

Casts this type to a mutable, reflected value. Read more
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fn reflect_partial_eq( &self, value: &(dyn PartialReflect + 'static), ) -> Option<bool>

Returns a “partial equality” comparison result. Read more
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fn apply(&mut self, value: &(dyn PartialReflect + 'static))

Applies a reflected value to this value. Read more
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fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
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fn serializable(&self) -> Option<Serializable<'_>>

Returns a serializable version of the value. Read more
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fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl Reflect for AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn into_any(self: Box<AnimationTransitions>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>. Read more
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fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any. Read more
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any. Read more
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fn into_reflect(self: Box<AnimationTransitions>) -> Box<dyn Reflect>

Casts this type to a boxed, fully-reflected value.
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fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a fully-reflected value.
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)

Casts this type to a mutable, fully-reflected value.
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fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
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impl Struct for AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn field(&self, name: &str) -> Option<&(dyn PartialReflect + 'static)>

Returns a reference to the value of the field named name as a &dyn PartialReflect.
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fn field_mut( &mut self, name: &str, ) -> Option<&mut (dyn PartialReflect + 'static)>

Returns a mutable reference to the value of the field named name as a &mut dyn PartialReflect.
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fn field_at(&self, index: usize) -> Option<&(dyn PartialReflect + 'static)>

Returns a reference to the value of the field with index index as a &dyn PartialReflect.
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fn field_at_mut( &mut self, index: usize, ) -> Option<&mut (dyn PartialReflect + 'static)>

Returns a mutable reference to the value of the field with index index as a &mut dyn PartialReflect.
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fn name_at(&self, index: usize) -> Option<&str>

Returns the name of the field with index index.
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fn field_len(&self) -> usize

Returns the number of fields in the struct.
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fn iter_fields(&self) -> FieldIter<'_>

Returns an iterator over the values of the reflectable fields for this struct.
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fn clone_dynamic(&self) -> DynamicStruct

Clones the struct into a DynamicStruct.
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fn get_represented_struct_info(&self) -> Option<&'static StructInfo>

Will return None if TypeInfo is not available.
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impl TypePath for AnimationTransitions

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl Typed for AnimationTransitions
where AnimationTransitions: Any + Send + Sync, Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.

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impl<T> Any for T
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fn type_id(&self) -> TypeId

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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<T> Borrow<T> for T
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fn borrow(&self) -> &T

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impl<T> BorrowMut<T> for T
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fn borrow_mut(&mut self) -> &mut T

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impl<C> Bundle for C
where C: Component,

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fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId), )

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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
where F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a>,

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fn register_required_components( components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, )

Registers components that are required by the components in this Bundle.
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fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )

Gets this Bundle’s component ids. This will be None if the component has not been registered.
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dst: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dst. Read more
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fn conv<T>(self) -> T
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Converts self into T using Into<T>. Read more
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fn downcast(&self) -> &T

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impl<T> Downcast for T
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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.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))

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where Self: Binary,

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where Self: Display,

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where Self: LowerExp,

Causes self to use its LowerExp implementation when Debug-formatted.
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where Self: LowerHex,

Causes self to use its LowerHex implementation when Debug-formatted.
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where Self: Octal,

Causes self to use its Octal implementation when Debug-formatted.
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where Self: Pointer,

Causes self to use its Pointer implementation when Debug-formatted.
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where Self: UpperExp,

Causes self to use its UpperExp implementation when Debug-formatted.
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where Self: UpperHex,

Causes self to use its UpperHex implementation when Debug-formatted.
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where &'a Self: for<'a> IntoIterator,

Formats each item in a sequence. Read more
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impl<T> From<T> for T

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Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> FromWorld for T
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fn from_world(_world: &mut World) -> T

Creates Self using default().

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impl<S> GetField for S
where S: Struct,

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fn get_field<T>(&self, name: &str) -> Option<&T>
where T: Reflect,

Returns a reference to the value of the field named name, downcast to T.
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fn get_field_mut<T>(&mut self, name: &str) -> Option<&mut T>
where T: Reflect,

Returns a mutable reference to the value of the field named name, downcast to T.
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impl<T> GetPath for T
where T: Reflect + ?Sized,

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fn reflect_path<'p>( &self, path: impl ReflectPath<'p>, ) -> Result<&(dyn PartialReflect + 'static), ReflectPathError<'p>>

Returns a reference to the value specified by path. Read more
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fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut (dyn PartialReflect + 'static), ReflectPathError<'p>>

Returns a mutable reference to the value specified by path. Read more
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fn path<'p, T>( &self, path: impl ReflectPath<'p>, ) -> Result<&T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed reference to the value specified by path. Read more
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fn path_mut<'p, T>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed mutable reference to the value specified by path. Read more
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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
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Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<F, T> IntoSample<T> for F
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fn into_sample(self) -> T

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type NoneType = T

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fn null_value() -> T

The none-equivalent value.
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fn pipe<R>(self, func: impl FnOnce(Self) -> R) -> R
where Self: Sized,

Pipes by value. This is generally the method you want to use. Read more
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fn pipe_ref<'a, R>(&'a self, func: impl FnOnce(&'a Self) -> R) -> R
where R: 'a,

Borrows self and passes that borrow into the pipe function. Read more
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where R: 'a,

Mutably borrows self and passes that borrow into the pipe function. Read more
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fn pipe_borrow<'a, B, R>(&'a self, func: impl FnOnce(&'a B) -> R) -> R
where Self: Borrow<B>, B: 'a + ?Sized, R: 'a,

Borrows self, then passes self.borrow() into the pipe function. Read more
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fn pipe_borrow_mut<'a, B, R>( &'a mut self, func: impl FnOnce(&'a mut B) -> R, ) -> R
where Self: BorrowMut<B>, B: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.borrow_mut() into the pipe function. Read more
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where Self: AsRef<U>, U: 'a + ?Sized, R: 'a,

Borrows self, then passes self.as_ref() into the pipe function.
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Mutably borrows self, then passes self.as_mut() into the pipe function.
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Borrows self, then passes self.deref() into the pipe function.
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where Self: DerefMut<Target = T> + Deref, T: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.deref_mut() into the pipe function.
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impl<T> Pointable for T

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const ALIGN: usize = _

The alignment of pointer.
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type Init = T

The type for initializers.
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Initializes a with the given initializer. Read more
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Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<T> Tap for T

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fn tap(self, func: impl FnOnce(&Self)) -> Self

Immutable access to a value. Read more
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Mutable access to a value. Read more
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Immutable access to the Borrow<B> of a value. Read more
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Mutable access to the BorrowMut<B> of a value. Read more
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Immutable access to the AsRef<R> view of a value. Read more
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Mutable access to the AsMut<R> view of a value. Read more
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fn tap_dbg(self, func: impl FnOnce(&Self)) -> Self

Calls .tap() only in debug builds, and is erased in release builds.
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Calls .tap_mut() only in debug builds, and is erased in release builds.
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Calls .tap_borrow() only in debug builds, and is erased in release builds.
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Calls .tap_ref() only in debug builds, and is erased in release builds.
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Calls .tap_ref_mut() only in debug builds, and is erased in release builds.
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Calls .tap_deref() only in debug builds, and is erased in release builds.
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type Owned = T

The resulting type after obtaining ownership.
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Creates owned data from borrowed data, usually by cloning. Read more
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Uses borrowed data to replace owned data, usually by cloning. Read more
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fn to_sample_(self) -> U

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Performs the conversion.
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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Performs the conversion.
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fn upcast(&self) -> Option<&T>

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