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AnimationPlayer

Struct AnimationPlayer 

Source
pub struct AnimationPlayer { /* private fields */ }
Available on crate feature bevy_animation only.
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 394)
378fn init_animations(
379    mut commands: Commands,
380    mut query: Query<(Entity, &mut AnimationPlayer)>,
381    animation_graph: Res<ExampleAnimationGraph>,
382    mut done: Local<bool>,
383) {
384    if *done {
385        return;
386    }
387
388    for (entity, mut player) in query.iter_mut() {
389        commands.entity(entity).insert((
390            AnimationGraphHandle(animation_graph.0.clone()),
391            ExampleAnimationWeights::default(),
392        ));
393        for &node_index in &CLIP_NODE_INDICES {
394            player.play(node_index.into()).repeat();
395        }
396
397        *done = true;
398    }
399}
400
401/// Read the change in weight from the input values and update accordingly.
402fn handle_weight_value_change(
403    value_change: On<ValueChange<f32>>,
404    number_input_q: Query<&ClipNode, With<FeathersNumberInput>>,
405    mut weight_background_q: Query<(&mut Node, &ClipNode), With<WeightBackground>>,
406    mut animation_weights_query: Query<&mut ExampleAnimationWeights>,
407
408    mut commands: Commands,
409) {
410    let Ok(clip_node) = number_input_q.get(value_change.source) else {
411        return;
412    };
413
414    for mut animation_weights in animation_weights_query.iter_mut() {
415        animation_weights.weights[clip_node.index] = value_change.value;
416    }
417
418    commands
419        .entity(value_change.source)
420        .insert(NumberInputValue::F32(value_change.value));
421
422    // Draw the green background color to visually indicate the weight.
423    for (mut node, weight_clip_node) in weight_background_q.iter_mut() {
424        if weight_clip_node.index == clip_node.index {
425            // All weight nodes are the same width, so `NODE_RECTS[0]` is as good as any other.
426            node.width = px(NODE_RECTS[0].width * value_change.value);
427        }
428    }
429}
430
431/// Takes the weights that were set in the UI and assigns them to the actual
432/// playing animation.
433fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
434    for (mut animation_player, animation_weights) in query.iter_mut() {
435        for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
436            .iter()
437            .zip(animation_weights.weights.iter())
438        {
439            // If the animation happens to be no longer active, restart it.
440            if !animation_player.is_playing_animation(animation_node_index.into()) {
441                animation_player.play(animation_node_index.into());
442            }
443
444            // Set the weight.
445            if let Some(active_animation) =
446                animation_player.animation_mut(animation_node_index.into())
447            {
448                active_animation.set_weight(animation_weight);
449            }
450        }
451    }
452}
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 277)
267fn setup_scene_once_loaded(
268    scene_ready: On<WorldInstanceReady>,
269    animations: Res<Animations>,
270    foxes: Res<Foxes>,
271    mut commands: Commands,
272    children: Query<&Children>,
273    mut players: Query<&mut AnimationPlayer>,
274) {
275    for child in children.iter_descendants(scene_ready.entity) {
276        if let Ok(mut player) = players.get_mut(child) {
277            let playing_animation = player.play(animations.node_indices[0]).repeat();
278            if !foxes.sync {
279                playing_animation.seek_to(scene_ready.entity.index_u32() as f32 / 10.0);
280            }
281            commands.entity(child).insert((
282                AnimationGraphHandle(animations.graph.clone()),
283                AnimationTransitions::default(),
284            ));
285        }
286    }
287}
examples/stress_tests/many_morph_targets.rs (line 402)
384fn play_animation(
385    trigger: On<WorldInstanceReady>,
386    mut commands: Commands,
387    args: Res<Args>,
388    children: Query<&Children>,
389    animations_to_play: Query<&AnimationToPlay>,
390    mut players: Query<&mut AnimationPlayer>,
391) {
392    if args.weights == ArgWeights::Animated
393        && let Ok(animation_to_play) = animations_to_play.get(trigger.entity)
394    {
395        for child in children.iter_descendants(trigger.entity) {
396            if let Ok(mut player) = players.get_mut(child) {
397                commands
398                    .entity(child)
399                    .insert(AnimationGraphHandle(animation_to_play.graph_handle.clone()));
400
401                player
402                    .play(animation_to_play.index)
403                    .repeat()
404                    .set_speed(animation_to_play.speed);
405            }
406        }
407    }
408}
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 440)
433fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
434    for (mut animation_player, animation_weights) in query.iter_mut() {
435        for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
436            .iter()
437            .zip(animation_weights.weights.iter())
438        {
439            // If the animation happens to be no longer active, restart it.
440            if !animation_player.is_playing_animation(animation_node_index.into()) {
441                animation_player.play(animation_node_index.into());
442            }
443
444            // Set the weight.
445            if let Some(active_animation) =
446                animation_player.animation_mut(animation_node_index.into())
447            {
448                active_animation.set_weight(animation_weight);
449            }
450        }
451    }
452}
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 330)
305fn keyboard_animation_control(
306    keyboard_input: Res<ButtonInput<KeyCode>>,
307    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
308    animations: Res<Animations>,
309    mut current_animation: Local<usize>,
310    mut foxes: ResMut<Foxes>,
311) {
312    if keyboard_input.just_pressed(KeyCode::Space) {
313        foxes.moving = !foxes.moving;
314    }
315
316    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
317        foxes.speed *= 1.25;
318    }
319
320    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
321        foxes.speed *= 0.8;
322    }
323
324    if keyboard_input.just_pressed(KeyCode::Enter) {
325        *current_animation = (*current_animation + 1) % animations.node_indices.len();
326    }
327
328    for (mut player, mut transitions) in &mut animation_player {
329        if keyboard_input.just_pressed(KeyCode::Space) {
330            if player.all_paused() {
331                player.resume_all();
332            } else {
333                player.pause_all();
334            }
335        }
336
337        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
338            player.adjust_speeds(1.25);
339        }
340
341        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
342            player.adjust_speeds(0.8);
343        }
344
345        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
346            player.seek_all_by(-0.1);
347        }
348
349        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
350            player.seek_all_by(0.1);
351        }
352
353        if keyboard_input.just_pressed(KeyCode::Enter) {
354            transitions
355                .play(
356                    &mut player,
357                    animations.node_indices[*current_animation],
358                    Duration::from_millis(250),
359                )
360                .repeat();
361        }
362    }
363}
Source

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

Pause all playing animations.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 333)
305fn keyboard_animation_control(
306    keyboard_input: Res<ButtonInput<KeyCode>>,
307    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
308    animations: Res<Animations>,
309    mut current_animation: Local<usize>,
310    mut foxes: ResMut<Foxes>,
311) {
312    if keyboard_input.just_pressed(KeyCode::Space) {
313        foxes.moving = !foxes.moving;
314    }
315
316    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
317        foxes.speed *= 1.25;
318    }
319
320    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
321        foxes.speed *= 0.8;
322    }
323
324    if keyboard_input.just_pressed(KeyCode::Enter) {
325        *current_animation = (*current_animation + 1) % animations.node_indices.len();
326    }
327
328    for (mut player, mut transitions) in &mut animation_player {
329        if keyboard_input.just_pressed(KeyCode::Space) {
330            if player.all_paused() {
331                player.resume_all();
332            } else {
333                player.pause_all();
334            }
335        }
336
337        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
338            player.adjust_speeds(1.25);
339        }
340
341        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
342            player.adjust_speeds(0.8);
343        }
344
345        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
346            player.seek_all_by(-0.1);
347        }
348
349        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
350            player.seek_all_by(0.1);
351        }
352
353        if keyboard_input.just_pressed(KeyCode::Enter) {
354            transitions
355                .play(
356                    &mut player,
357                    animations.node_indices[*current_animation],
358                    Duration::from_millis(250),
359                )
360                .repeat();
361        }
362    }
363}
Source

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

Resume all active animations.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 331)
305fn keyboard_animation_control(
306    keyboard_input: Res<ButtonInput<KeyCode>>,
307    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
308    animations: Res<Animations>,
309    mut current_animation: Local<usize>,
310    mut foxes: ResMut<Foxes>,
311) {
312    if keyboard_input.just_pressed(KeyCode::Space) {
313        foxes.moving = !foxes.moving;
314    }
315
316    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
317        foxes.speed *= 1.25;
318    }
319
320    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
321        foxes.speed *= 0.8;
322    }
323
324    if keyboard_input.just_pressed(KeyCode::Enter) {
325        *current_animation = (*current_animation + 1) % animations.node_indices.len();
326    }
327
328    for (mut player, mut transitions) in &mut animation_player {
329        if keyboard_input.just_pressed(KeyCode::Space) {
330            if player.all_paused() {
331                player.resume_all();
332            } else {
333                player.pause_all();
334            }
335        }
336
337        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
338            player.adjust_speeds(1.25);
339        }
340
341        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
342            player.adjust_speeds(0.8);
343        }
344
345        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
346            player.seek_all_by(-0.1);
347        }
348
349        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
350            player.seek_all_by(0.1);
351        }
352
353        if keyboard_input.just_pressed(KeyCode::Enter) {
354            transitions
355                .play(
356                    &mut player,
357                    animations.node_indices[*current_animation],
358                    Duration::from_millis(250),
359                )
360                .repeat();
361        }
362    }
363}
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 338)
305fn keyboard_animation_control(
306    keyboard_input: Res<ButtonInput<KeyCode>>,
307    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
308    animations: Res<Animations>,
309    mut current_animation: Local<usize>,
310    mut foxes: ResMut<Foxes>,
311) {
312    if keyboard_input.just_pressed(KeyCode::Space) {
313        foxes.moving = !foxes.moving;
314    }
315
316    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
317        foxes.speed *= 1.25;
318    }
319
320    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
321        foxes.speed *= 0.8;
322    }
323
324    if keyboard_input.just_pressed(KeyCode::Enter) {
325        *current_animation = (*current_animation + 1) % animations.node_indices.len();
326    }
327
328    for (mut player, mut transitions) in &mut animation_player {
329        if keyboard_input.just_pressed(KeyCode::Space) {
330            if player.all_paused() {
331                player.resume_all();
332            } else {
333                player.pause_all();
334            }
335        }
336
337        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
338            player.adjust_speeds(1.25);
339        }
340
341        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
342            player.adjust_speeds(0.8);
343        }
344
345        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
346            player.seek_all_by(-0.1);
347        }
348
349        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
350            player.seek_all_by(0.1);
351        }
352
353        if keyboard_input.just_pressed(KeyCode::Enter) {
354            transitions
355                .play(
356                    &mut player,
357                    animations.node_indices[*current_animation],
358                    Duration::from_millis(250),
359                )
360                .repeat();
361        }
362    }
363}
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 346)
305fn keyboard_animation_control(
306    keyboard_input: Res<ButtonInput<KeyCode>>,
307    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
308    animations: Res<Animations>,
309    mut current_animation: Local<usize>,
310    mut foxes: ResMut<Foxes>,
311) {
312    if keyboard_input.just_pressed(KeyCode::Space) {
313        foxes.moving = !foxes.moving;
314    }
315
316    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
317        foxes.speed *= 1.25;
318    }
319
320    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
321        foxes.speed *= 0.8;
322    }
323
324    if keyboard_input.just_pressed(KeyCode::Enter) {
325        *current_animation = (*current_animation + 1) % animations.node_indices.len();
326    }
327
328    for (mut player, mut transitions) in &mut animation_player {
329        if keyboard_input.just_pressed(KeyCode::Space) {
330            if player.all_paused() {
331                player.resume_all();
332            } else {
333                player.pause_all();
334            }
335        }
336
337        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
338            player.adjust_speeds(1.25);
339        }
340
341        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
342            player.adjust_speeds(0.8);
343        }
344
345        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
346            player.seek_all_by(-0.1);
347        }
348
349        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
350            player.seek_all_by(0.1);
351        }
352
353        if keyboard_input.just_pressed(KeyCode::Enter) {
354            transitions
355                .play(
356                    &mut player,
357                    animations.node_indices[*current_animation],
358                    Duration::from_millis(250),
359                )
360                .repeat();
361        }
362    }
363}
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 446)
433fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
434    for (mut animation_player, animation_weights) in query.iter_mut() {
435        for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
436            .iter()
437            .zip(animation_weights.weights.iter())
438        {
439            // If the animation happens to be no longer active, restart it.
440            if !animation_player.is_playing_animation(animation_node_index.into()) {
441                animation_player.play(animation_node_index.into());
442            }
443
444            // Set the weight.
445            if let Some(active_animation) =
446                animation_player.animation_mut(animation_node_index.into())
447            {
448                active_animation.set_weight(animation_weight);
449            }
450        }
451    }
452}
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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const HAS_SUMMARY_TICK: bool = false

Set this constant to true if the component should track a summary tick. 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) -> Result<Box<dyn PartialReflect>, ReflectCloneError>

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) -> Result<DynamicStruct, ReflectCloneError>

Creates a new DynamicStruct from this struct. Read more
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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

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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 ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>

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

Returns an 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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impl<T> CloneToUninit for T
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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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impl<T> ConditionalSend 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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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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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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unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )

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unsafe fn apply( &self, context: &mut TemplateContext<'_, '_>, bundle_writer: &mut BundleWriter<'_>, ) -> Result<(), BevyError>

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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<C> SceneEffect for C
where C: Component,

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fn apply( self, context: &mut TemplateContext<'_, '_>, bundle_writer: &mut BundleWriter<'_>, )

Applies the scene effect to the current context.
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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 + 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 = !

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

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 self.
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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