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AnimationPlayer

Struct AnimationPlayer 

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

Animation controls.

Automatically added to any root animations of a scene when it is spawned.

Implementations§

Source§

impl AnimationPlayer

Source

pub fn start(&mut self, animation: NodeIndex) -> &mut ActiveAnimation

Start playing an animation, restarting it if necessary.

Source

pub fn play(&mut self, animation: NodeIndex) -> &mut ActiveAnimation

Start playing an animation, unless the requested animation is already playing.

Examples found in repository?
examples/3d/irradiance_volumes.rs (line 524)
515fn play_animations(
516    mut commands: Commands,
517    assets: Res<ExampleAssets>,
518    mut players: Query<(Entity, &mut AnimationPlayer), Without<AnimationGraphHandle>>,
519) {
520    for (entity, mut player) in players.iter_mut() {
521        commands
522            .entity(entity)
523            .insert(AnimationGraphHandle(assets.fox_animation_graph.clone()));
524        player.play(assets.fox_animation_node).repeat();
525    }
526}
More examples
Hide additional examples
examples/animation/animation_graph.rs (line 395)
379fn init_animations(
380    mut commands: Commands,
381    mut query: Query<(Entity, &mut AnimationPlayer)>,
382    animation_graph: Res<ExampleAnimationGraph>,
383    mut done: Local<bool>,
384) {
385    if *done {
386        return;
387    }
388
389    for (entity, mut player) in query.iter_mut() {
390        commands.entity(entity).insert((
391            AnimationGraphHandle(animation_graph.0.clone()),
392            ExampleAnimationWeights::default(),
393        ));
394        for &node_index in &CLIP_NODE_INDICES {
395            player.play(node_index.into()).repeat();
396        }
397
398        *done = true;
399    }
400}
401
402/// Read cursor position relative to clip nodes, allowing the user to change weights
403/// when dragging the node UI widgets.
404fn handle_weight_drag(
405    mut interaction_query: Query<(&Interaction, &RelativeCursorPosition, &ClipNode)>,
406    mut animation_weights_query: Query<&mut ExampleAnimationWeights>,
407) {
408    for (interaction, relative_cursor, clip_node) in &mut interaction_query {
409        if !matches!(*interaction, Interaction::Pressed) {
410            continue;
411        }
412
413        let Some(pos) = relative_cursor.normalized else {
414            continue;
415        };
416
417        for mut animation_weights in animation_weights_query.iter_mut() {
418            animation_weights.weights[clip_node.index] = pos.x.clamp(0., 1.);
419        }
420    }
421}
422
423// Updates the UI based on the weights that the user has chosen.
424fn update_ui(
425    mut text_query: Query<&mut Text>,
426    mut background_query: Query<&mut Node, Without<Text>>,
427    container_query: Query<(&Children, &ClipNode)>,
428    animation_weights_query: Query<&ExampleAnimationWeights, Changed<ExampleAnimationWeights>>,
429) {
430    for animation_weights in animation_weights_query.iter() {
431        for (children, clip_node) in &container_query {
432            // Draw the green background color to visually indicate the weight.
433            let mut bg_iter = background_query.iter_many_mut(children);
434            if let Some(mut node) = bg_iter.fetch_next() {
435                // All nodes are the same width, so `NODE_RECTS[0]` is as good as any other.
436                node.width = px(NODE_RECTS[0].width * animation_weights.weights[clip_node.index]);
437            }
438
439            // Update the node labels with the current weights.
440            let mut text_iter = text_query.iter_many_mut(children);
441            if let Some(mut text) = text_iter.fetch_next() {
442                **text = format!(
443                    "{}\n{:.2}",
444                    clip_node.text, animation_weights.weights[clip_node.index]
445                );
446            }
447        }
448    }
449}
450
451/// Takes the weights that were set in the UI and assigns them to the actual
452/// playing animation.
453fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
454    for (mut animation_player, animation_weights) in query.iter_mut() {
455        for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
456            .iter()
457            .zip(animation_weights.weights.iter())
458        {
459            // If the animation happens to be no longer active, restart it.
460            if !animation_player.is_playing_animation(animation_node_index.into()) {
461                animation_player.play(animation_node_index.into());
462            }
463
464            // Set the weight.
465            if let Some(active_animation) =
466                animation_player.animation_mut(animation_node_index.into())
467            {
468                active_animation.set_weight(animation_weight);
469            }
470        }
471    }
472}
examples/animation/morph_targets.rs (line 68)
58fn play_animation_when_ready(
59    scene_ready: On<WorldInstanceReady>,
60    mut commands: Commands,
61    children: Query<&Children>,
62    animations_to_play: Query<&AnimationToPlay>,
63    mut players: Query<&mut AnimationPlayer>,
64) {
65    if let Ok(animation_to_play) = animations_to_play.get(scene_ready.entity) {
66        for child in children.iter_descendants(scene_ready.entity) {
67            if let Ok(mut player) = players.get_mut(child) {
68                player.play(animation_to_play.index).repeat();
69
70                commands
71                    .entity(child)
72                    .insert(AnimationGraphHandle(animation_to_play.graph_handle.clone()));
73            }
74        }
75    }
76}
tests/3d/test_skinned_mesh_bounds.rs (line 107)
97fn play_animation(
98    trigger: On<WorldInstanceReady>,
99    mut commands: Commands,
100    children: Query<&Children>,
101    animations: Query<&PendingAnimation>,
102    mut players: Query<&mut AnimationPlayer>,
103) {
104    if let Ok(PendingAnimation((graph_handle, graph_node_index))) = animations.get(trigger.entity) {
105        for child in children.iter_descendants(trigger.entity) {
106            if let Ok(mut player) = players.get_mut(child) {
107                player.play(*graph_node_index).set_speed(0.6).repeat();
108
109                commands
110                    .entity(child)
111                    .insert(AnimationGraphHandle(graph_handle.clone()));
112            }
113        }
114    }
115
116    commands.entity(trigger.entity).remove::<PendingAnimation>();
117}
examples/stress_tests/many_foxes.rs (line 261)
251fn setup_scene_once_loaded(
252    scene_ready: On<WorldInstanceReady>,
253    animations: Res<Animations>,
254    foxes: Res<Foxes>,
255    mut commands: Commands,
256    children: Query<&Children>,
257    mut players: Query<&mut AnimationPlayer>,
258) {
259    for child in children.iter_descendants(scene_ready.entity) {
260        if let Ok(mut player) = players.get_mut(child) {
261            let playing_animation = player.play(animations.node_indices[0]).repeat();
262            if !foxes.sync {
263                playing_animation.seek_to(scene_ready.entity.index_u32() as f32 / 10.0);
264            }
265            commands.entity(child).insert((
266                AnimationGraphHandle(animations.graph.clone()),
267                AnimationTransitions::default(),
268            ));
269        }
270    }
271}
examples/stress_tests/many_morph_targets.rs (line 384)
366fn play_animation(
367    trigger: On<WorldInstanceReady>,
368    mut commands: Commands,
369    args: Res<Args>,
370    children: Query<&Children>,
371    animations_to_play: Query<&AnimationToPlay>,
372    mut players: Query<&mut AnimationPlayer>,
373) {
374    if args.weights == ArgWeights::Animated
375        && let Ok(animation_to_play) = animations_to_play.get(trigger.entity)
376    {
377        for child in children.iter_descendants(trigger.entity) {
378            if let Ok(mut player) = players.get_mut(child) {
379                commands
380                    .entity(child)
381                    .insert(AnimationGraphHandle(animation_to_play.graph_handle.clone()));
382
383                player
384                    .play(animation_to_play.index)
385                    .repeat()
386                    .set_speed(animation_to_play.speed);
387            }
388        }
389    }
390}
Source

pub fn stop(&mut self, animation: NodeIndex) -> &mut AnimationPlayer

Stops playing the given animation, removing it from the list of playing animations.

Source

pub fn stop_all(&mut self) -> &mut AnimationPlayer

Stops all currently-playing animations.

Source

pub fn playing_animations( &self, ) -> impl Iterator<Item = (&NodeIndex, &ActiveAnimation)>

Iterates through all animations that this AnimationPlayer is currently playing.

Examples found in repository?
examples/animation/animated_mesh_control.rs (line 172)
165fn keyboard_control(
166    keyboard_input: Res<ButtonInput<KeyCode>>,
167    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
168    animations: Res<Animations>,
169    mut current_animation: Local<usize>,
170) {
171    for (mut player, mut transitions) in &mut animation_players {
172        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
173            continue;
174        };
175
176        if keyboard_input.just_pressed(KeyCode::Space) {
177            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
178            if playing_animation.is_paused() {
179                playing_animation.resume();
180            } else {
181                playing_animation.pause();
182            }
183        }
184
185        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
186            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
187            let speed = playing_animation.speed();
188            playing_animation.set_speed(speed * 1.2);
189        }
190
191        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
192            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
193            let speed = playing_animation.speed();
194            playing_animation.set_speed(speed * 0.8);
195        }
196
197        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
198            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
199            let elapsed = playing_animation.seek_time();
200            playing_animation.seek_to(elapsed - 0.1);
201        }
202
203        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
204            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
205            let elapsed = playing_animation.seek_time();
206            playing_animation.seek_to(elapsed + 0.1);
207        }
208
209        if keyboard_input.just_pressed(KeyCode::Enter) {
210            *current_animation = (*current_animation + 1) % animations.animations.len();
211
212            transitions
213                .play(
214                    &mut player,
215                    animations.animations[*current_animation],
216                    Duration::from_millis(250),
217                )
218                .repeat();
219        }
220
221        if keyboard_input.just_pressed(KeyCode::Digit1) {
222            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
223            playing_animation
224                .set_repeat(RepeatAnimation::Count(1))
225                .replay();
226        }
227
228        if keyboard_input.just_pressed(KeyCode::Digit2) {
229            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
230            playing_animation
231                .set_repeat(RepeatAnimation::Count(2))
232                .replay();
233        }
234
235        if keyboard_input.just_pressed(KeyCode::Digit3) {
236            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
237            playing_animation
238                .set_repeat(RepeatAnimation::Count(3))
239                .replay();
240        }
241
242        if keyboard_input.just_pressed(KeyCode::KeyL) {
243            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
244            playing_animation.set_repeat(RepeatAnimation::Forever);
245        }
246    }
247}
Source

pub fn playing_animations_mut( &mut self, ) -> impl Iterator<Item = (&NodeIndex, &mut ActiveAnimation)>

Iterates through all animations that this AnimationPlayer is currently playing, mutably.

Source

pub fn is_playing_animation(&self, animation: NodeIndex) -> bool

Returns true if the animation is currently playing or paused, or false if the animation is stopped.

Examples found in repository?
examples/animation/animation_graph.rs (line 460)
453fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
454    for (mut animation_player, animation_weights) in query.iter_mut() {
455        for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
456            .iter()
457            .zip(animation_weights.weights.iter())
458        {
459            // If the animation happens to be no longer active, restart it.
460            if !animation_player.is_playing_animation(animation_node_index.into()) {
461                animation_player.play(animation_node_index.into());
462            }
463
464            // Set the weight.
465            if let Some(active_animation) =
466                animation_player.animation_mut(animation_node_index.into())
467            {
468                active_animation.set_weight(animation_weight);
469            }
470        }
471    }
472}
Source

pub fn all_finished(&self) -> bool

Check if all playing animations have finished, according to the repetition behavior.

Source

pub fn all_paused(&self) -> bool

Check if all playing animations are paused.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 314)
289fn keyboard_animation_control(
290    keyboard_input: Res<ButtonInput<KeyCode>>,
291    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
292    animations: Res<Animations>,
293    mut current_animation: Local<usize>,
294    mut foxes: ResMut<Foxes>,
295) {
296    if keyboard_input.just_pressed(KeyCode::Space) {
297        foxes.moving = !foxes.moving;
298    }
299
300    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
301        foxes.speed *= 1.25;
302    }
303
304    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
305        foxes.speed *= 0.8;
306    }
307
308    if keyboard_input.just_pressed(KeyCode::Enter) {
309        *current_animation = (*current_animation + 1) % animations.node_indices.len();
310    }
311
312    for (mut player, mut transitions) in &mut animation_player {
313        if keyboard_input.just_pressed(KeyCode::Space) {
314            if player.all_paused() {
315                player.resume_all();
316            } else {
317                player.pause_all();
318            }
319        }
320
321        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
322            player.adjust_speeds(1.25);
323        }
324
325        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
326            player.adjust_speeds(0.8);
327        }
328
329        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
330            player.seek_all_by(-0.1);
331        }
332
333        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
334            player.seek_all_by(0.1);
335        }
336
337        if keyboard_input.just_pressed(KeyCode::Enter) {
338            transitions
339                .play(
340                    &mut player,
341                    animations.node_indices[*current_animation],
342                    Duration::from_millis(250),
343                )
344                .repeat();
345        }
346    }
347}
Source

pub fn pause_all(&mut self) -> &mut AnimationPlayer

Pause all playing animations.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 317)
289fn keyboard_animation_control(
290    keyboard_input: Res<ButtonInput<KeyCode>>,
291    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
292    animations: Res<Animations>,
293    mut current_animation: Local<usize>,
294    mut foxes: ResMut<Foxes>,
295) {
296    if keyboard_input.just_pressed(KeyCode::Space) {
297        foxes.moving = !foxes.moving;
298    }
299
300    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
301        foxes.speed *= 1.25;
302    }
303
304    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
305        foxes.speed *= 0.8;
306    }
307
308    if keyboard_input.just_pressed(KeyCode::Enter) {
309        *current_animation = (*current_animation + 1) % animations.node_indices.len();
310    }
311
312    for (mut player, mut transitions) in &mut animation_player {
313        if keyboard_input.just_pressed(KeyCode::Space) {
314            if player.all_paused() {
315                player.resume_all();
316            } else {
317                player.pause_all();
318            }
319        }
320
321        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
322            player.adjust_speeds(1.25);
323        }
324
325        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
326            player.adjust_speeds(0.8);
327        }
328
329        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
330            player.seek_all_by(-0.1);
331        }
332
333        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
334            player.seek_all_by(0.1);
335        }
336
337        if keyboard_input.just_pressed(KeyCode::Enter) {
338            transitions
339                .play(
340                    &mut player,
341                    animations.node_indices[*current_animation],
342                    Duration::from_millis(250),
343                )
344                .repeat();
345        }
346    }
347}
Source

pub fn resume_all(&mut self) -> &mut AnimationPlayer

Resume all active animations.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 315)
289fn keyboard_animation_control(
290    keyboard_input: Res<ButtonInput<KeyCode>>,
291    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
292    animations: Res<Animations>,
293    mut current_animation: Local<usize>,
294    mut foxes: ResMut<Foxes>,
295) {
296    if keyboard_input.just_pressed(KeyCode::Space) {
297        foxes.moving = !foxes.moving;
298    }
299
300    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
301        foxes.speed *= 1.25;
302    }
303
304    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
305        foxes.speed *= 0.8;
306    }
307
308    if keyboard_input.just_pressed(KeyCode::Enter) {
309        *current_animation = (*current_animation + 1) % animations.node_indices.len();
310    }
311
312    for (mut player, mut transitions) in &mut animation_player {
313        if keyboard_input.just_pressed(KeyCode::Space) {
314            if player.all_paused() {
315                player.resume_all();
316            } else {
317                player.pause_all();
318            }
319        }
320
321        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
322            player.adjust_speeds(1.25);
323        }
324
325        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
326            player.adjust_speeds(0.8);
327        }
328
329        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
330            player.seek_all_by(-0.1);
331        }
332
333        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
334            player.seek_all_by(0.1);
335        }
336
337        if keyboard_input.just_pressed(KeyCode::Enter) {
338            transitions
339                .play(
340                    &mut player,
341                    animations.node_indices[*current_animation],
342                    Duration::from_millis(250),
343                )
344                .repeat();
345        }
346    }
347}
Source

pub fn rewind_all(&mut self) -> &mut AnimationPlayer

Rewinds all active animations.

Source

pub fn adjust_speeds(&mut self, factor: f32) -> &mut AnimationPlayer

Multiplies the speed of all active animations by the given factor.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 322)
289fn keyboard_animation_control(
290    keyboard_input: Res<ButtonInput<KeyCode>>,
291    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
292    animations: Res<Animations>,
293    mut current_animation: Local<usize>,
294    mut foxes: ResMut<Foxes>,
295) {
296    if keyboard_input.just_pressed(KeyCode::Space) {
297        foxes.moving = !foxes.moving;
298    }
299
300    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
301        foxes.speed *= 1.25;
302    }
303
304    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
305        foxes.speed *= 0.8;
306    }
307
308    if keyboard_input.just_pressed(KeyCode::Enter) {
309        *current_animation = (*current_animation + 1) % animations.node_indices.len();
310    }
311
312    for (mut player, mut transitions) in &mut animation_player {
313        if keyboard_input.just_pressed(KeyCode::Space) {
314            if player.all_paused() {
315                player.resume_all();
316            } else {
317                player.pause_all();
318            }
319        }
320
321        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
322            player.adjust_speeds(1.25);
323        }
324
325        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
326            player.adjust_speeds(0.8);
327        }
328
329        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
330            player.seek_all_by(-0.1);
331        }
332
333        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
334            player.seek_all_by(0.1);
335        }
336
337        if keyboard_input.just_pressed(KeyCode::Enter) {
338            transitions
339                .play(
340                    &mut player,
341                    animations.node_indices[*current_animation],
342                    Duration::from_millis(250),
343                )
344                .repeat();
345        }
346    }
347}
Source

pub fn seek_all_by(&mut self, amount: f32) -> &mut AnimationPlayer

Seeks all active animations forward or backward by the same amount.

To seek forward, pass a positive value; to seek negative, pass a negative value. Values below 0.0 or beyond the end of the animation clip are clamped appropriately.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 330)
289fn keyboard_animation_control(
290    keyboard_input: Res<ButtonInput<KeyCode>>,
291    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
292    animations: Res<Animations>,
293    mut current_animation: Local<usize>,
294    mut foxes: ResMut<Foxes>,
295) {
296    if keyboard_input.just_pressed(KeyCode::Space) {
297        foxes.moving = !foxes.moving;
298    }
299
300    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
301        foxes.speed *= 1.25;
302    }
303
304    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
305        foxes.speed *= 0.8;
306    }
307
308    if keyboard_input.just_pressed(KeyCode::Enter) {
309        *current_animation = (*current_animation + 1) % animations.node_indices.len();
310    }
311
312    for (mut player, mut transitions) in &mut animation_player {
313        if keyboard_input.just_pressed(KeyCode::Space) {
314            if player.all_paused() {
315                player.resume_all();
316            } else {
317                player.pause_all();
318            }
319        }
320
321        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
322            player.adjust_speeds(1.25);
323        }
324
325        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
326            player.adjust_speeds(0.8);
327        }
328
329        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
330            player.seek_all_by(-0.1);
331        }
332
333        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
334            player.seek_all_by(0.1);
335        }
336
337        if keyboard_input.just_pressed(KeyCode::Enter) {
338            transitions
339                .play(
340                    &mut player,
341                    animations.node_indices[*current_animation],
342                    Duration::from_millis(250),
343                )
344                .repeat();
345        }
346    }
347}
Source

pub fn animation(&self, animation: NodeIndex) -> Option<&ActiveAnimation>

Returns the ActiveAnimation associated with the given animation node if it’s currently playing.

If the animation isn’t currently active, returns None.

Source

pub fn animation_mut( &mut self, animation: NodeIndex, ) -> Option<&mut ActiveAnimation>

Returns a mutable reference to the ActiveAnimation associated with the given animation node if it’s currently active.

If the animation isn’t currently active, returns None.

Examples found in repository?
examples/animation/animation_graph.rs (line 466)
453fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
454    for (mut animation_player, animation_weights) in query.iter_mut() {
455        for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
456            .iter()
457            .zip(animation_weights.weights.iter())
458        {
459            // If the animation happens to be no longer active, restart it.
460            if !animation_player.is_playing_animation(animation_node_index.into()) {
461                animation_player.play(animation_node_index.into());
462            }
463
464            // Set the weight.
465            if let Some(active_animation) =
466                animation_player.animation_mut(animation_node_index.into())
467            {
468                active_animation.set_weight(animation_weight);
469            }
470        }
471    }
472}
More examples
Hide additional examples
examples/animation/animated_mesh_control.rs (line 177)
165fn keyboard_control(
166    keyboard_input: Res<ButtonInput<KeyCode>>,
167    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
168    animations: Res<Animations>,
169    mut current_animation: Local<usize>,
170) {
171    for (mut player, mut transitions) in &mut animation_players {
172        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
173            continue;
174        };
175
176        if keyboard_input.just_pressed(KeyCode::Space) {
177            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
178            if playing_animation.is_paused() {
179                playing_animation.resume();
180            } else {
181                playing_animation.pause();
182            }
183        }
184
185        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
186            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
187            let speed = playing_animation.speed();
188            playing_animation.set_speed(speed * 1.2);
189        }
190
191        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
192            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
193            let speed = playing_animation.speed();
194            playing_animation.set_speed(speed * 0.8);
195        }
196
197        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
198            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
199            let elapsed = playing_animation.seek_time();
200            playing_animation.seek_to(elapsed - 0.1);
201        }
202
203        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
204            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
205            let elapsed = playing_animation.seek_time();
206            playing_animation.seek_to(elapsed + 0.1);
207        }
208
209        if keyboard_input.just_pressed(KeyCode::Enter) {
210            *current_animation = (*current_animation + 1) % animations.animations.len();
211
212            transitions
213                .play(
214                    &mut player,
215                    animations.animations[*current_animation],
216                    Duration::from_millis(250),
217                )
218                .repeat();
219        }
220
221        if keyboard_input.just_pressed(KeyCode::Digit1) {
222            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
223            playing_animation
224                .set_repeat(RepeatAnimation::Count(1))
225                .replay();
226        }
227
228        if keyboard_input.just_pressed(KeyCode::Digit2) {
229            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
230            playing_animation
231                .set_repeat(RepeatAnimation::Count(2))
232                .replay();
233        }
234
235        if keyboard_input.just_pressed(KeyCode::Digit3) {
236            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
237            playing_animation
238                .set_repeat(RepeatAnimation::Count(3))
239                .replay();
240        }
241
242        if keyboard_input.just_pressed(KeyCode::KeyL) {
243            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
244            playing_animation.set_repeat(RepeatAnimation::Forever);
245        }
246    }
247}

Trait Implementations§

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impl Clone for AnimationPlayer

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fn clone(&self) -> AnimationPlayer

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

Performs copy-assignment from source. Read more
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impl Component for AnimationPlayer
where AnimationPlayer: 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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type Mutability = Mutable

A marker type to assist Bevy with determining if this component is mutable, or immutable. Mutable components will have Component<Mutability = Mutable>, while immutable components will instead have Component<Mutability = Immutable>. Read more
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fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )

Registers required components. Read more
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fn clone_behavior() -> ComponentCloneBehavior

Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
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fn relationship_accessor() -> Option<ComponentRelationshipAccessor<AnimationPlayer>>

Returns ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read more
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fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_add ComponentHook for this Component if one is defined.
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_insert ComponentHook for this Component if one is defined.
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fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_discard ComponentHook for this Component if one is defined.
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_remove ComponentHook for this Component if one is defined.
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_despawn ComponentHook for this Component if one is defined.
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)
where E: EntityMapper,

Maps the entities on this component using the given EntityMapper. This is used to remap entities in contexts like scenes and entity cloning. When deriving Component, this is populated by annotating fields containing entities with #[entities] Read more
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impl Default for AnimationPlayer

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fn default() -> AnimationPlayer

Returns the “default value” for a type. Read more
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impl FromArg for AnimationPlayer

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type This<'from_arg> = AnimationPlayer

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

Creates an item from an argument. Read more
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impl FromReflect for AnimationPlayer

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

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 AnimationPlayer

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl GetTypeRegistration for AnimationPlayer

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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 AnimationPlayer

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

Converts Self into a Return value.
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impl PartialReflect for AnimationPlayer

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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 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<AnimationPlayer>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn try_into_reflect( self: Box<AnimationPlayer>, ) -> 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<AnimationPlayer>) -> 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 reflect_partial_cmp( &self, value: &(dyn PartialReflect + 'static), ) -> Option<Ordering>

Returns a “partial comparison” result. Read more
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fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>

Attempts to clone Self using reflection. 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 to_dynamic(&self) -> Box<dyn PartialReflect>

Converts this reflected value into its dynamic representation based on its kind. Read more
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fn reflect_clone_and_take<T>(&self) -> Result<T, ReflectCloneError>
where T: 'static, Self: Sized + TypePath,

For a type implementing PartialReflect, combines reflect_clone and take in a useful fashion, automatically constructing an appropriate ReflectCloneError if the downcast fails.
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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 is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl Reflect for AnimationPlayer

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fn into_any(self: Box<AnimationPlayer>) -> 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<AnimationPlayer>) -> 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 AnimationPlayer

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

Gets 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)>

Gets 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)>

Gets 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)>

Gets 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>

Gets the name of the field with index index.
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fn index_of_name(&self, name: &str) -> Option<usize>

Gets the index of the field with the given name.
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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 to_dynamic_struct(&self) -> DynamicStruct

Creates a new DynamicStruct from this struct.
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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 AnimationPlayer

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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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fn type_ident() -> Option<&'static str>

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 AnimationPlayer

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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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
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<C> Bundle for C
where C: Component,

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fn component_ids( components: &mut ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>

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fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>

Return a iterator over this Bundle’s component ids. This will be None if the component has not been registered.
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impl<C> BundleFromComponents for C
where C: Component,

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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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type Effect = ()

An operation on the entity that happens after inserting this bundle.
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unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect

Moves the components out of the bundle. 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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fn pipe_ref_mut<'a, R>(&'a mut self, func: impl FnOnce(&'a mut Self) -> R) -> R
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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fn pipe_as_ref<'a, U, R>(&'a self, func: impl FnOnce(&'a U) -> R) -> R
where Self: AsRef<U>, U: 'a + ?Sized, R: 'a,

Borrows self, then passes self.as_ref() into the pipe function.
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fn pipe_as_mut<'a, U, R>(&'a mut self, func: impl FnOnce(&'a mut U) -> R) -> R
where Self: AsMut<U>, U: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.as_mut() into the pipe function.
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fn pipe_deref<'a, T, R>(&'a self, func: impl FnOnce(&'a T) -> R) -> R
where Self: Deref<Target = T>, T: 'a + ?Sized, R: 'a,

Borrows self, then passes self.deref() into the pipe function.
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fn pipe_deref_mut<'a, T, R>( &'a mut self, func: impl FnOnce(&'a mut T) -> R, ) -> R
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> Read<Exclusive, BecauseExclusive> for T
where T: ?Sized,

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impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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impl<T> Reflectable for T

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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> Settings for T
where T: 'static + Send + Sync,

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impl<Ret> SpawnIfAsync<(), Ret> for Ret

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fn spawn(self) -> Ret

Spawn the value into the dioxus runtime if it is an async block
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impl<T, O> SuperFrom<T> for O
where O: From<T>,

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fn super_from(input: T) -> O

Convert from a type to another type.
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impl<T, O, M> SuperInto<O, M> for T
where O: SuperFrom<T, M>,

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fn super_into(self) -> O

Convert from a type to another type.
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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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fn tap_mut(self, func: impl FnOnce(&mut Self)) -> Self

Mutable access to a value. Read more
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fn tap_borrow<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Immutable access to the Borrow<B> of a value. Read more
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fn tap_borrow_mut<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Mutable access to the BorrowMut<B> of a value. Read more
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fn tap_ref<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Immutable access to the AsRef<R> view of a value. Read more
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fn tap_ref_mut<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Mutable access to the AsMut<R> view of a value. Read more
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fn tap_deref<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Immutable access to the Deref::Target of a value. Read more
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fn tap_deref_mut<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Mutable access to the Deref::Target 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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fn tap_mut_dbg(self, func: impl FnOnce(&mut Self)) -> Self

Calls .tap_mut() only in debug builds, and is erased in release builds.
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fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Calls .tap_borrow() only in debug builds, and is erased in release builds.
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fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Calls .tap_borrow_mut() only in debug builds, and is erased in release builds.
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fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Calls .tap_ref() only in debug builds, and is erased in release builds.
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fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Calls .tap_ref_mut() only in debug builds, and is erased in release builds.
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fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Calls .tap_deref() only in debug builds, and is erased in release builds.
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fn tap_deref_mut_dbg<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Calls .tap_deref_mut() only in debug builds, and is erased in release builds.
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impl<T> Template for T
where T: Clone + Default + Unpin,

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type Output = T

The type of value produced by this Template.
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fn build_template( &self, _context: &mut TemplateContext<'_, '_>, ) -> Result<<T as Template>::Output, BevyError>

Uses this template and the given entity context to produce a Template::Output.
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fn clone_template(&self) -> T

Clones this template. See Clone.
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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T> TryConv for T

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fn try_conv<T>(self) -> Result<T, Self::Error>
where Self: TryInto<T>,

Attempts to convert self into T using TryInto<T>. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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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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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

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fn clone_type_data(&self) -> Box<dyn TypeData>

Creates a type-erased clone of this value.
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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T

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impl<T> WasmNotSync for T
where T: Sync,

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more