pub struct AnimationTransitions { /* private fields */ }Expand description
Manages fade-out of animation blend factors, allowing for smooth transitions between animations.
To use this component, place it on the same entity as the
AnimationPlayer and AnimationGraphHandle. It’ll take
responsibility for adjusting the weight on the ActiveAnimation in order
to fade out animations smoothly.
When using an AnimationTransitions component, you should play all
animations through the AnimationTransitions::play method, rather than by
directly manipulating the AnimationPlayer. Playing animations through
the AnimationPlayer directly will cause the AnimationTransitions
component to get confused about which animation is the “main” animation, and
transitions will usually be incorrect as a result.
Implementations§
Source§impl AnimationTransitions
impl AnimationTransitions
Sourcepub fn new() -> AnimationTransitions
pub fn new() -> AnimationTransitions
Creates a new AnimationTransitions component, ready to be added to
an entity with an AnimationPlayer.
Examples found in repository?
142fn setup_scene(
143 _ready: On<WorldInstanceReady>,
144 mut commands: Commands,
145 animations: Res<Animations>,
146 player: Single<(Entity, &mut AnimationPlayer)>,
147) {
148 let (entity, mut player) = player.into_inner();
149 let mut transitions = AnimationTransitions::new();
150
151 // Make sure to start the animation via the `AnimationTransitions`
152 // component. The `AnimationTransitions` component wants to manage all
153 // the animations and will get confused if the animations are started
154 // directly via the `AnimationPlayer`.
155 transitions
156 .play(&mut player, animations.animations[0], Duration::ZERO)
157 .repeat();
158
159 commands
160 .entity(entity)
161 .insert(AnimationGraphHandle(animations.graph_handle.clone()))
162 .insert(transitions);
163}More examples
353 fn pause_animation_frame(
354 scene_ready: On<WorldInstanceReady>,
355 children: Query<&Children>,
356 mut commands: Commands,
357 animation: Res<Animation>,
358 mut players: Query<(Entity, &mut AnimationPlayer)>,
359 ) {
360 for child in children.iter_descendants(scene_ready.entity) {
361 if let Ok((entity, mut player)) = players.get_mut(child) {
362 let mut transitions = AnimationTransitions::new();
363 transitions
364 .play(&mut player, animation.animation, Duration::ZERO)
365 .seek_to(0.5)
366 .pause();
367
368 commands
369 .entity(entity)
370 .insert(AnimationGraphHandle(animation.graph.clone()))
371 .insert(transitions);
372 }
373 }
374 }140fn setup_scene_once_loaded(
141 mut commands: Commands,
142 animations: Res<Animations>,
143 feet: Res<FoxFeetTargets>,
144 graphs: Res<Assets<AnimationGraph>>,
145 mut clips: ResMut<Assets<AnimationClip>>,
146 mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
147) {
148 fn get_clip<'a>(
149 node: AnimationNodeIndex,
150 graph: &AnimationGraph,
151 clips: &'a mut Assets<AnimationClip>,
152 ) -> &'a mut AnimationClip {
153 let node = graph.get(node).unwrap();
154 let clip = match &node.node_type {
155 AnimationNodeType::Clip(handle) => clips.get_mut(handle),
156 _ => unreachable!(),
157 };
158 clip.unwrap().into_inner()
159 }
160
161 for (entity, mut player) in &mut players {
162 // Send `OnStep` events once the fox feet hits the ground in the running animation.
163
164 let graph = graphs.get(&animations.graph_handle).unwrap();
165 let running_animation = get_clip(animations.index, graph, &mut clips);
166
167 // You can determine the time an event should trigger if you know which frame it occurs and
168 // the frame rate of the animation. Let's say we want to trigger an event at frame 15,
169 // and the animation has a frame rate of 24 fps, then time = 15 / 24 = 0.625.
170 running_animation.add_event_to_target(feet.front_left, 0.625, Step);
171 running_animation.add_event_to_target(feet.front_right, 0.5, Step);
172 running_animation.add_event_to_target(feet.back_left, 0.0, Step);
173 running_animation.add_event_to_target(feet.back_right, 0.125, Step);
174
175 // Start the animation
176
177 let mut transitions = AnimationTransitions::new();
178
179 // Make sure to start the animation via the `AnimationTransitions`
180 // component. The `AnimationTransitions` component wants to manage all
181 // the animations and will get confused if the animations are started
182 // directly via the `AnimationPlayer`.
183 transitions
184 .play(&mut player, animations.index, Duration::ZERO)
185 .repeat();
186
187 commands
188 .entity(entity)
189 .insert(AnimationGraphHandle(animations.graph_handle.clone()))
190 .insert(transitions);
191 }
192}Sourcepub fn play<'p>(
&mut self,
player: &'p mut AnimationPlayer,
new_animation: NodeIndex,
transition_duration: Duration,
) -> &'p mut ActiveAnimation
pub fn play<'p>( &mut self, player: &'p mut AnimationPlayer, new_animation: NodeIndex, transition_duration: Duration, ) -> &'p mut ActiveAnimation
Plays a new animation on the given AnimationPlayer, fading out any
existing animations that were already playing over the
transition_duration.
Pass Duration::ZERO to instantly switch to a new animation, avoiding
any transition.
Examples found in repository?
142fn setup_scene(
143 _ready: On<WorldInstanceReady>,
144 mut commands: Commands,
145 animations: Res<Animations>,
146 player: Single<(Entity, &mut AnimationPlayer)>,
147) {
148 let (entity, mut player) = player.into_inner();
149 let mut transitions = AnimationTransitions::new();
150
151 // Make sure to start the animation via the `AnimationTransitions`
152 // component. The `AnimationTransitions` component wants to manage all
153 // the animations and will get confused if the animations are started
154 // directly via the `AnimationPlayer`.
155 transitions
156 .play(&mut player, animations.animations[0], Duration::ZERO)
157 .repeat();
158
159 commands
160 .entity(entity)
161 .insert(AnimationGraphHandle(animations.graph_handle.clone()))
162 .insert(transitions);
163}
164
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}More examples
353 fn pause_animation_frame(
354 scene_ready: On<WorldInstanceReady>,
355 children: Query<&Children>,
356 mut commands: Commands,
357 animation: Res<Animation>,
358 mut players: Query<(Entity, &mut AnimationPlayer)>,
359 ) {
360 for child in children.iter_descendants(scene_ready.entity) {
361 if let Ok((entity, mut player)) = players.get_mut(child) {
362 let mut transitions = AnimationTransitions::new();
363 transitions
364 .play(&mut player, animation.animation, Duration::ZERO)
365 .seek_to(0.5)
366 .pause();
367
368 commands
369 .entity(entity)
370 .insert(AnimationGraphHandle(animation.graph.clone()))
371 .insert(transitions);
372 }
373 }
374 }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}140fn setup_scene_once_loaded(
141 mut commands: Commands,
142 animations: Res<Animations>,
143 feet: Res<FoxFeetTargets>,
144 graphs: Res<Assets<AnimationGraph>>,
145 mut clips: ResMut<Assets<AnimationClip>>,
146 mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
147) {
148 fn get_clip<'a>(
149 node: AnimationNodeIndex,
150 graph: &AnimationGraph,
151 clips: &'a mut Assets<AnimationClip>,
152 ) -> &'a mut AnimationClip {
153 let node = graph.get(node).unwrap();
154 let clip = match &node.node_type {
155 AnimationNodeType::Clip(handle) => clips.get_mut(handle),
156 _ => unreachable!(),
157 };
158 clip.unwrap().into_inner()
159 }
160
161 for (entity, mut player) in &mut players {
162 // Send `OnStep` events once the fox feet hits the ground in the running animation.
163
164 let graph = graphs.get(&animations.graph_handle).unwrap();
165 let running_animation = get_clip(animations.index, graph, &mut clips);
166
167 // You can determine the time an event should trigger if you know which frame it occurs and
168 // the frame rate of the animation. Let's say we want to trigger an event at frame 15,
169 // and the animation has a frame rate of 24 fps, then time = 15 / 24 = 0.625.
170 running_animation.add_event_to_target(feet.front_left, 0.625, Step);
171 running_animation.add_event_to_target(feet.front_right, 0.5, Step);
172 running_animation.add_event_to_target(feet.back_left, 0.0, Step);
173 running_animation.add_event_to_target(feet.back_right, 0.125, Step);
174
175 // Start the animation
176
177 let mut transitions = AnimationTransitions::new();
178
179 // Make sure to start the animation via the `AnimationTransitions`
180 // component. The `AnimationTransitions` component wants to manage all
181 // the animations and will get confused if the animations are started
182 // directly via the `AnimationPlayer`.
183 transitions
184 .play(&mut player, animations.index, Duration::ZERO)
185 .repeat();
186
187 commands
188 .entity(entity)
189 .insert(AnimationGraphHandle(animations.graph_handle.clone()))
190 .insert(transitions);
191 }
192}Sourcepub fn get_main_animation(&self) -> Option<NodeIndex>
pub fn get_main_animation(&self) -> Option<NodeIndex>
Obtain the currently playing main animation.
Trait Implementations§
Source§impl Clone for AnimationTransitions
impl Clone for AnimationTransitions
Source§fn clone(&self) -> AnimationTransitions
fn clone(&self) -> AnimationTransitions
Source§fn clone_from(&mut self, source: &AnimationTransitions)
fn clone_from(&mut self, source: &AnimationTransitions)
source. Read moreSource§impl Component for AnimationTransitions
impl Component for AnimationTransitions
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
Source§type Mutability = Mutable
type Mutability = Mutable
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<AnimationTransitions>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<AnimationTransitions>>
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
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 moreSource§const HAS_SUMMARY_TICK: bool = false
const HAS_SUMMARY_TICK: bool = false
Source§impl Default for AnimationTransitions
impl Default for AnimationTransitions
Source§fn default() -> AnimationTransitions
fn default() -> AnimationTransitions
Source§impl FromArg for AnimationTransitions
impl FromArg for AnimationTransitions
Source§impl FromReflect for AnimationTransitions
impl FromReflect for AnimationTransitions
Source§fn from_reflect(
reflect: &(dyn PartialReflect + 'static),
) -> Option<AnimationTransitions>
fn from_reflect( reflect: &(dyn PartialReflect + 'static), ) -> Option<AnimationTransitions>
Self from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self using,
constructing the value using from_reflect if that fails. Read moreSource§impl GetOwnership for AnimationTransitions
impl GetOwnership for AnimationTransitions
Source§impl GetTypeRegistration for AnimationTransitions
impl GetTypeRegistration for AnimationTransitions
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl IntoReturn for AnimationTransitions
impl IntoReturn for AnimationTransitions
Source§fn into_return<'into_return>(self) -> Return<'into_return>where
AnimationTransitions: 'into_return,
fn into_return<'into_return>(self) -> Return<'into_return>where
AnimationTransitions: 'into_return,
Source§impl PartialReflect for AnimationTransitions
impl PartialReflect for AnimationTransitions
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn try_apply(
&mut self,
value: &(dyn PartialReflect + 'static),
) -> Result<(), ApplyError>
fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>
Source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
Source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Source§fn reflect_owned(self: Box<AnimationTransitions>) -> ReflectOwned
fn reflect_owned(self: Box<AnimationTransitions>) -> ReflectOwned
Source§fn try_into_reflect(
self: Box<AnimationTransitions>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<AnimationTransitions>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
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fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
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fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
Source§fn into_partial_reflect(
self: Box<AnimationTransitions>,
) -> Box<dyn PartialReflect>
fn into_partial_reflect( self: Box<AnimationTransitions>, ) -> Box<dyn PartialReflect>
Source§fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
Source§fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)
fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)
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&self,
value: &(dyn PartialReflect + 'static),
) -> Option<bool>
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Source§fn reflect_partial_cmp(
&self,
value: &(dyn PartialReflect + 'static),
) -> Option<Ordering>
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fn apply(&mut self, value: &(dyn PartialReflect + 'static))
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take in a useful fashion, automatically constructing an appropriate
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fn reflect_hash(&self) -> Option<u64>
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
Source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
Source§impl Reflect for AnimationTransitions
impl Reflect for AnimationTransitions
Source§fn into_any(self: Box<AnimationTransitions>) -> Box<dyn Any>
fn into_any(self: Box<AnimationTransitions>) -> Box<dyn Any>
Box<dyn Any>. Read moreSource§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any. Read moreSource§fn into_reflect(self: Box<AnimationTransitions>) -> Box<dyn Reflect>
fn into_reflect(self: Box<AnimationTransitions>) -> Box<dyn Reflect>
Source§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
Source§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Source§impl Struct for AnimationTransitions
impl Struct for AnimationTransitions
Source§fn field(&self, name: &str) -> Option<&(dyn PartialReflect + 'static)>
fn field(&self, name: &str) -> Option<&(dyn PartialReflect + 'static)>
name as a &dyn PartialReflect.Source§fn field_mut(
&mut self,
name: &str,
) -> Option<&mut (dyn PartialReflect + 'static)>
fn field_mut( &mut self, name: &str, ) -> Option<&mut (dyn PartialReflect + 'static)>
name as a
&mut dyn PartialReflect.Source§fn field_at(&self, index: usize) -> Option<&(dyn PartialReflect + 'static)>
fn field_at(&self, index: usize) -> Option<&(dyn PartialReflect + 'static)>
index as a
&dyn PartialReflect.Source§fn field_at_mut(
&mut self,
index: usize,
) -> Option<&mut (dyn PartialReflect + 'static)>
fn field_at_mut( &mut self, index: usize, ) -> Option<&mut (dyn PartialReflect + 'static)>
index
as a &mut dyn PartialReflect.Source§fn index_of_name(&self, name: &str) -> Option<usize>
fn index_of_name(&self, name: &str) -> Option<usize>
Source§fn iter_fields(&self) -> FieldIter<'_> ⓘ
fn iter_fields(&self) -> FieldIter<'_> ⓘ
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fn to_dynamic_struct(&self) -> Result<DynamicStruct, ReflectCloneError>
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fn get_represented_struct_info(&self) -> Option<&'static StructInfo>
None if TypeInfo is not available.Source§impl TypePath for AnimationTransitions
impl TypePath for AnimationTransitions
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
Source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
Source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
Source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
Auto Trait Implementations§
impl Freeze for AnimationTransitions
impl RefUnwindSafe for AnimationTransitions
impl Send for AnimationTransitions
impl Sync for AnimationTransitions
impl Unpin for AnimationTransitions
impl UnsafeUnpin for AnimationTransitions
impl UnwindSafe for AnimationTransitions
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impl<T, U> AsBindGroupShaderType<U> for T
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