Struct bevy::render::view::VisibilityBundle
pub struct VisibilityBundle {
pub visibility: Visibility,
pub computed: ComputedVisibility,
}
Expand description
A Bundle
of the Visibility
and ComputedVisibility
Component
s, which describe the visibility of an entity.
- To show or hide an entity, you should set its
Visibility
. - To get the computed visibility of an entity, you should get its
ComputedVisibility
. - For visibility hierarchies to work correctly, you must have both a
Visibility
and aComputedVisibility
.- You may use the
VisibilityBundle
to guarantee this.
- You may use the
Fields§
§visibility: Visibility
The visibility of the entity.
computed: ComputedVisibility
The computed visibility of the entity.
Trait Implementations§
§impl Debug for VisibilityBundle
impl Debug for VisibilityBundle
§impl Default for VisibilityBundle
impl Default for VisibilityBundle
§fn default() -> VisibilityBundle
fn default() -> VisibilityBundle
Returns the “default value” for a type. Read more
impl Bundle for VisibilityBundle
SAFETY: ComponentId is returned in field-definition-order. [from_components] and [get_components] use field-definition-order
Auto Trait Implementations§
impl RefUnwindSafe for VisibilityBundle
impl Send for VisibilityBundle
impl Sync for VisibilityBundle
impl Unpin for VisibilityBundle
impl UnwindSafe for VisibilityBundle
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
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impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
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T: Any,
impl<T> Downcast for Twhere
T: Any,
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T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World