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§
Source§impl AnimationTransitions
impl AnimationTransitions
Sourcepub fn new() -> AnimationTransitions
pub fn new() -> AnimationTransitions
Creates a new AnimationTransitions
component, ready to be added to
an entity with an AnimationPlayer
.
Examples found in repository?
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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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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);
}
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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);
}
}
Sourcepub fn play<'p>(
&mut self,
player: &'p mut AnimationPlayer,
new_animation: NodeIndex,
transition_duration: Duration,
) -> &'p mut ActiveAnimation
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?
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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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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();
}
}
}
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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);
}
}
}
Sourcepub fn get_main_animation(&self) -> Option<NodeIndex>
pub fn get_main_animation(&self) -> Option<NodeIndex>
Obtain the currently playing main animation.
Trait Implementations§
Source§impl Clone for AnimationTransitions
impl Clone for AnimationTransitions
Source§fn clone(&self) -> AnimationTransitions
fn clone(&self) -> AnimationTransitions
Source§fn clone_from(&mut self, source: &AnimationTransitions)
fn clone_from(&mut self, source: &AnimationTransitions)
source
. Read moreSource§impl Component for AnimationTransitions
impl Component for AnimationTransitions
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
Source§fn register_required_components(
requiree: ComponentId,
components: &mut Components,
storages: &mut Storages,
required_components: &mut RequiredComponents,
inheritance_depth: u16,
)
fn register_required_components( requiree: ComponentId, components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, inheritance_depth: u16, )
Source§fn register_component_hooks(hooks: &mut ComponentHooks)
fn register_component_hooks(hooks: &mut ComponentHooks)
ComponentHooks
.Source§impl Default for AnimationTransitions
impl Default for AnimationTransitions
Source§fn default() -> AnimationTransitions
fn default() -> AnimationTransitions
Source§impl FromArg for &'static AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromArg for &'static AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl FromArg for &'static mut AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromArg for &'static mut AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl FromArg for AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromArg for AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl FromReflect for AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromReflect for AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn from_reflect(
reflect: &(dyn PartialReflect + 'static),
) -> Option<AnimationTransitions>
fn from_reflect( reflect: &(dyn PartialReflect + 'static), ) -> Option<AnimationTransitions>
Self
from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moreSource§impl GetOwnership for &AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetOwnership for &AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl GetOwnership for &mut AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetOwnership for &mut AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl GetOwnership for AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetOwnership for AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl GetTypeRegistration for AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetTypeRegistration for AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration
for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl IntoReturn for &AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl IntoReturn for &AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn into_return<'into_return>(self) -> Return<'into_return>where
&AnimationTransitions: 'into_return,
fn into_return<'into_return>(self) -> Return<'into_return>where
&AnimationTransitions: 'into_return,
Source§impl IntoReturn for &mut AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl IntoReturn for &mut AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn into_return<'into_return>(self) -> Return<'into_return>where
&mut AnimationTransitions: 'into_return,
fn into_return<'into_return>(self) -> Return<'into_return>where
&mut AnimationTransitions: 'into_return,
Source§impl IntoReturn for AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl IntoReturn for AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn into_return<'into_return>(self) -> Return<'into_return>where
AnimationTransitions: 'into_return,
fn into_return<'into_return>(self) -> Return<'into_return>where
AnimationTransitions: 'into_return,
Source§impl PartialReflect for AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl PartialReflect for AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn clone_value(&self) -> Box<dyn PartialReflect>
fn clone_value(&self) -> Box<dyn PartialReflect>
Reflect
trait object. Read moreSource§fn try_apply(
&mut self,
value: &(dyn PartialReflect + 'static),
) -> Result<(), ApplyError>
fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>
Source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
Source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Source§fn reflect_owned(self: Box<AnimationTransitions>) -> ReflectOwned
fn reflect_owned(self: Box<AnimationTransitions>) -> ReflectOwned
Source§fn try_into_reflect(
self: Box<AnimationTransitions>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<AnimationTransitions>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
Source§fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
Source§fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
Source§fn into_partial_reflect(
self: Box<AnimationTransitions>,
) -> Box<dyn PartialReflect>
fn into_partial_reflect( self: Box<AnimationTransitions>, ) -> Box<dyn PartialReflect>
Source§fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
Source§fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)
fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)
Source§fn reflect_partial_eq(
&self,
value: &(dyn PartialReflect + 'static),
) -> Option<bool>
fn reflect_partial_eq( &self, value: &(dyn PartialReflect + 'static), ) -> Option<bool>
Source§fn apply(&mut self, value: &(dyn PartialReflect + 'static))
fn apply(&mut self, value: &(dyn PartialReflect + 'static))
Source§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
Source§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
Source§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
Source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
Source§impl Reflect for AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Reflect for AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn into_any(self: Box<AnimationTransitions>) -> Box<dyn Any>
fn into_any(self: Box<AnimationTransitions>) -> Box<dyn Any>
Box<dyn Any>
. Read moreSource§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any
. Read moreSource§fn into_reflect(self: Box<AnimationTransitions>) -> Box<dyn Reflect>
fn into_reflect(self: Box<AnimationTransitions>) -> Box<dyn Reflect>
Source§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
Source§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Source§impl Struct for AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Struct for AnimationTransitionswhere
AnimationTransitions: Any + Send + Sync,
Option<NodeIndex>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<AnimationTransition>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn field(&self, name: &str) -> Option<&(dyn PartialReflect + 'static)>
fn field(&self, name: &str) -> Option<&(dyn PartialReflect + 'static)>
name
as a &dyn PartialReflect
.Source§fn field_mut(
&mut self,
name: &str,
) -> Option<&mut (dyn PartialReflect + 'static)>
fn field_mut( &mut self, name: &str, ) -> Option<&mut (dyn PartialReflect + 'static)>
name
as a
&mut dyn PartialReflect
.Source§fn field_at(&self, index: usize) -> Option<&(dyn PartialReflect + 'static)>
fn field_at(&self, index: usize) -> Option<&(dyn PartialReflect + 'static)>
index
as a
&dyn PartialReflect
.Source§fn field_at_mut(
&mut self,
index: usize,
) -> Option<&mut (dyn PartialReflect + 'static)>
fn field_at_mut( &mut self, index: usize, ) -> Option<&mut (dyn PartialReflect + 'static)>
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