Struct bevy_ecs_ldtk::prelude::LdtkSpriteSheetBundle

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pub struct LdtkSpriteSheetBundle {
    pub sprite_bundle: SpriteBundle,
    pub texture_atlas: TextureAtlas,
}
Expand description

Bundle for sprite-sheet-based sprites, similar to bevy 0.13’s SpriteSheetBundle.

Implements LdtkEntity, and can be added to an LdtkEntity bundle with the #[sprite_sheet_bundle] field attribute. See LdtkEntity for attribute macro usage.

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§sprite_bundle: SpriteBundle§texture_atlas: TextureAtlas

Trait Implementations§

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impl Bundle for LdtkSpriteSheetBundle

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fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )

Gets this Bundle’s component ids. This will be None if the component has not been registered.
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impl Clone for LdtkSpriteSheetBundle

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fn clone(&self) -> LdtkSpriteSheetBundle

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

Performs copy-assignment from source. Read more
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impl Debug for LdtkSpriteSheetBundle

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for LdtkSpriteSheetBundle

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fn default() -> LdtkSpriteSheetBundle

Returns the “default value” for a type. Read more
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impl LdtkEntity for LdtkSpriteSheetBundle

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fn bundle_entity( entity_instance: &EntityInstance, _: &LayerInstance, tileset: Option<&Handle<Image>>, tileset_definition: Option<&TilesetDefinition>, _: &AssetServer, texture_atlases: &mut Assets<TextureAtlasLayout>, ) -> Self

The constructor used by the plugin when spawning entities from an LDtk file. Has access to resources/assets most commonly used for spawning 2d objects. If you need access to more of the World, you can create a system that queries for Added<EntityInstance>, and flesh out the entity from there, instead of implementing this trait. This is because the plugin spawns an entity with an EntityInstance component if it’s not registered to the app. Read more
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impl DynamicBundle for LdtkSpriteSheetBundle

Auto Trait Implementations§

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impl<T> Any for T
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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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default unsafe fn clone_to_uninit(&self, dst: *mut T)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dst. Read more
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fn from_world(_world: &mut World) -> T

Creates Self using data from the given World.
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