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ComponentAsset

Enum ComponentAsset 

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pub enum ComponentAsset {
Show 79 variants Window(Window), GraphicsConfig(GraphicsConfig), Shader(Shader), Camera3D(Camera3D), FrameInput(FrameInput), Prop(Prop), RigidBody(RigidBody), PropBody(PropBody), Room(Room), DirectionalLight(DirectionalLight), PointLight(PointLight), SpotLight(SpotLight), RectAreaLight(RectAreaLight), ProceduralMesh(ProceduralMesh), Model(Model), Scene(Scene), TextLabel(TextLabel), HitRegion(HitRegion), File(File), BlockType(BlockType), VoxelChunk(VoxelChunk), InstancedProp(InstancedProp), PostProcessConfig(PostProcessConfig), Animation(Animation), SkeletonPose(SkeletonPose), StreamingConfig(StreamingConfig), VoxelWorld(VoxelWorld), AudioEmitter(AudioEmitter), Sprite(Sprite), KeyBinding(KeyBinding), Screen(Screen), Decal(Decal), VolumetricFog(VolumetricFog), PhysicsJoint(PhysicsJoint), ParticleEmitter(ParticleEmitter), WaterSurface(WaterSurface), SdfVolume(SdfVolume), GlassPanel(GlassPanel), LayoutContainer(LayoutContainer), PhysicsConfig(PhysicsConfig), FpsCounter(FpsCounter), StatHud(StatHud), ScrollPanel(ScrollPanel), ReflectionProbe(ReflectionProbe), Transform(Transform), PropInstance(PropInstance), MeshRenderer(MeshRenderer), ModelRenderer(ModelRenderer), Collider(Collider), BodyDynamics(BodyDynamics), Interactable(Interactable), Pickup(Pickup), Parent(Parent), Children(Children), SceneMember(SceneMember), GlobalTransform(GlobalTransform), RenderHandle(RenderHandle), Held(Held), Lifetime(Lifetime), Spawner(Spawner), DebugHud(DebugHud), AudioCue(AudioCue), Story(Story), AppConfig(AppConfig), AnimationGraph(AnimationGraph), AnimationParams(AnimationParams), CharacterRig(CharacterRig), GroundProbes(GroundProbes), CameraProbe(CameraProbe), TextInput(TextInput), Behavior(Behavior), Variables(Variables), TriggerVolume(TriggerVolume), Hidden(Hidden), LoadingOverlay(LoadingOverlay), AudioOcclusionProbe(AudioOcclusionProbe), CharacterShape(CharacterShape), EngineDefaults(EngineDefaults), SkyRotation(SkyRotation),
}
Expand description

A loaded component of any registered type.

Variants§

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Window(Window)

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GraphicsConfig(GraphicsConfig)

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Shader(Shader)

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Camera3D(Camera3D)

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FrameInput(FrameInput)

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Prop(Prop)

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RigidBody(RigidBody)

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PropBody(PropBody)

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Room(Room)

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DirectionalLight(DirectionalLight)

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PointLight(PointLight)

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SpotLight(SpotLight)

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RectAreaLight(RectAreaLight)

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ProceduralMesh(ProceduralMesh)

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Model(Model)

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Scene(Scene)

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TextLabel(TextLabel)

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HitRegion(HitRegion)

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File(File)

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BlockType(BlockType)

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VoxelChunk(VoxelChunk)

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InstancedProp(InstancedProp)

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PostProcessConfig(PostProcessConfig)

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Animation(Animation)

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SkeletonPose(SkeletonPose)

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StreamingConfig(StreamingConfig)

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VoxelWorld(VoxelWorld)

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AudioEmitter(AudioEmitter)

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Sprite(Sprite)

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KeyBinding(KeyBinding)

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Screen(Screen)

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Decal(Decal)

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VolumetricFog(VolumetricFog)

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PhysicsJoint(PhysicsJoint)

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ParticleEmitter(ParticleEmitter)

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WaterSurface(WaterSurface)

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SdfVolume(SdfVolume)

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GlassPanel(GlassPanel)

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LayoutContainer(LayoutContainer)

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PhysicsConfig(PhysicsConfig)

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FpsCounter(FpsCounter)

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StatHud(StatHud)

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ScrollPanel(ScrollPanel)

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ReflectionProbe(ReflectionProbe)

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Transform(Transform)

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PropInstance(PropInstance)

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MeshRenderer(MeshRenderer)

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ModelRenderer(ModelRenderer)

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Collider(Collider)

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BodyDynamics(BodyDynamics)

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Interactable(Interactable)

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Pickup(Pickup)

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Parent(Parent)

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Children(Children)

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SceneMember(SceneMember)

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GlobalTransform(GlobalTransform)

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RenderHandle(RenderHandle)

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Held(Held)

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Lifetime(Lifetime)

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Spawner(Spawner)

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DebugHud(DebugHud)

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AudioCue(AudioCue)

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Story(Story)

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AppConfig(AppConfig)

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AnimationGraph(AnimationGraph)

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AnimationParams(AnimationParams)

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CharacterRig(CharacterRig)

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GroundProbes(GroundProbes)

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CameraProbe(CameraProbe)

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TextInput(TextInput)

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Behavior(Behavior)

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Variables(Variables)

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TriggerVolume(TriggerVolume)

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Hidden(Hidden)

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LoadingOverlay(LoadingOverlay)

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AudioOcclusionProbe(AudioOcclusionProbe)

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CharacterShape(CharacterShape)

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EngineDefaults(EngineDefaults)

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SkyRotation(SkyRotation)

Implementations§

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impl ComponentAsset

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pub fn from_baked(def: &BlobAssetDef) -> Result<Self, CnResult>

Reconstruct a component from a blob def: dispatch on the tag and deserialize the runtime component via Component::from_baked (every record is baked – cook already ran the asset -> component translation).

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pub fn inject_locator(&mut self, locator: PayloadLocator)

Inject a payload locator into the component after construction. Delegates to Component::inject_locator; a no-op for types that don’t override that method.

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pub fn inject_name(&mut self, id: AssetId)

Inject the asset’s declared identity after construction. Delegates to Component::inject_name; a no-op for types that never look themselves up by id.

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pub fn validated(self) -> Self

Apply the component’s registered validation clamps, the ones a cooked world’s args pass through on their way to the blob. A type declaring no clamp is returned unchanged.

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pub fn type_name(&self) -> &'static str

The registry name of the component this value holds.

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pub fn tag(&self) -> ComponentTag

The tag of the component this value holds.

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impl Debug for ComponentAsset

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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 From<Animation> for ComponentAsset

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fn from(c: Animation) -> Self

Converts to this type from the input type.
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impl From<AnimationGraph> for ComponentAsset

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fn from(c: AnimationGraph) -> Self

Converts to this type from the input type.
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impl From<AnimationParams> for ComponentAsset

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fn from(c: AnimationParams) -> Self

Converts to this type from the input type.
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impl From<AppConfig> for ComponentAsset

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fn from(c: AppConfig) -> Self

Converts to this type from the input type.
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impl From<AudioCue> for ComponentAsset

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fn from(c: AudioCue) -> Self

Converts to this type from the input type.
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impl From<AudioEmitter> for ComponentAsset

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fn from(c: AudioEmitter) -> Self

Converts to this type from the input type.
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impl From<AudioOcclusionProbe> for ComponentAsset

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fn from(c: AudioOcclusionProbe) -> Self

Converts to this type from the input type.
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impl From<Behavior> for ComponentAsset

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fn from(c: Behavior) -> Self

Converts to this type from the input type.
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impl From<BlockType> for ComponentAsset

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fn from(c: BlockType) -> Self

Converts to this type from the input type.
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impl From<BodyDynamics> for ComponentAsset

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fn from(c: BodyDynamics) -> Self

Converts to this type from the input type.
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impl From<Camera3D> for ComponentAsset

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fn from(c: Camera3D) -> Self

Converts to this type from the input type.
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impl From<CameraProbe> for ComponentAsset

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fn from(c: CameraProbe) -> Self

Converts to this type from the input type.
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impl From<CharacterRig> for ComponentAsset

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fn from(c: CharacterRig) -> Self

Converts to this type from the input type.
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impl From<CharacterShape> for ComponentAsset

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fn from(c: CharacterShape) -> Self

Converts to this type from the input type.
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impl From<Children> for ComponentAsset

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fn from(c: Children) -> Self

Converts to this type from the input type.
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impl From<Collider> for ComponentAsset

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fn from(c: Collider) -> Self

Converts to this type from the input type.
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impl From<DebugHud> for ComponentAsset

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fn from(c: DebugHud) -> Self

Converts to this type from the input type.
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impl From<Decal> for ComponentAsset

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fn from(c: Decal) -> Self

Converts to this type from the input type.
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impl From<DirectionalLight> for ComponentAsset

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fn from(c: DirectionalLight) -> Self

Converts to this type from the input type.
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impl From<EngineDefaults> for ComponentAsset

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fn from(c: EngineDefaults) -> Self

Converts to this type from the input type.
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impl From<File> for ComponentAsset

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fn from(c: File) -> Self

Converts to this type from the input type.
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impl From<FpsCounter> for ComponentAsset

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fn from(c: FpsCounter) -> Self

Converts to this type from the input type.
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impl From<FrameInput> for ComponentAsset

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fn from(c: FrameInput) -> Self

Converts to this type from the input type.
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impl From<GlassPanel> for ComponentAsset

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fn from(c: GlassPanel) -> Self

Converts to this type from the input type.
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impl From<GlobalTransform> for ComponentAsset

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fn from(c: GlobalTransform) -> Self

Converts to this type from the input type.
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impl From<GraphicsConfig> for ComponentAsset

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fn from(c: GraphicsConfig) -> Self

Converts to this type from the input type.
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impl From<GroundProbes> for ComponentAsset

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fn from(c: GroundProbes) -> Self

Converts to this type from the input type.
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impl From<Held> for ComponentAsset

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fn from(c: Held) -> Self

Converts to this type from the input type.
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impl From<Hidden> for ComponentAsset

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fn from(c: Hidden) -> Self

Converts to this type from the input type.
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impl From<HitRegion> for ComponentAsset

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fn from(c: HitRegion) -> Self

Converts to this type from the input type.
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impl From<InstancedProp> for ComponentAsset

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fn from(c: InstancedProp) -> Self

Converts to this type from the input type.
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impl From<Interactable> for ComponentAsset

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fn from(c: Interactable) -> Self

Converts to this type from the input type.
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impl From<KeyBinding> for ComponentAsset

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fn from(c: KeyBinding) -> Self

Converts to this type from the input type.
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impl From<LayoutContainer> for ComponentAsset

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fn from(c: LayoutContainer) -> Self

Converts to this type from the input type.
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impl From<Lifetime> for ComponentAsset

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fn from(c: Lifetime) -> Self

Converts to this type from the input type.
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impl From<LoadingOverlay> for ComponentAsset

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fn from(c: LoadingOverlay) -> Self

Converts to this type from the input type.
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impl From<MeshRenderer> for ComponentAsset

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fn from(c: MeshRenderer) -> Self

Converts to this type from the input type.
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impl From<Model> for ComponentAsset

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fn from(c: Model) -> Self

Converts to this type from the input type.
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impl From<ModelRenderer> for ComponentAsset

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fn from(c: ModelRenderer) -> Self

Converts to this type from the input type.
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impl From<Parent> for ComponentAsset

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fn from(c: Parent) -> Self

Converts to this type from the input type.
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impl From<ParticleEmitter> for ComponentAsset

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fn from(c: ParticleEmitter) -> Self

Converts to this type from the input type.
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impl From<PhysicsConfig> for ComponentAsset

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fn from(c: PhysicsConfig) -> Self

Converts to this type from the input type.
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impl From<PhysicsJoint> for ComponentAsset

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fn from(c: PhysicsJoint) -> Self

Converts to this type from the input type.
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impl From<Pickup> for ComponentAsset

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fn from(c: Pickup) -> Self

Converts to this type from the input type.
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impl From<PointLight> for ComponentAsset

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fn from(c: PointLight) -> Self

Converts to this type from the input type.
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impl From<PostProcessConfig> for ComponentAsset

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fn from(c: PostProcessConfig) -> Self

Converts to this type from the input type.
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impl From<ProceduralMesh> for ComponentAsset

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fn from(c: ProceduralMesh) -> Self

Converts to this type from the input type.
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impl From<Prop> for ComponentAsset

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fn from(c: Prop) -> Self

Converts to this type from the input type.
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impl From<PropBody> for ComponentAsset

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fn from(c: PropBody) -> Self

Converts to this type from the input type.
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impl From<PropInstance> for ComponentAsset

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fn from(c: PropInstance) -> Self

Converts to this type from the input type.
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impl From<RectAreaLight> for ComponentAsset

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fn from(c: RectAreaLight) -> Self

Converts to this type from the input type.
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impl From<ReflectionProbe> for ComponentAsset

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fn from(c: ReflectionProbe) -> Self

Converts to this type from the input type.
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impl From<RenderHandle> for ComponentAsset

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fn from(c: RenderHandle) -> Self

Converts to this type from the input type.
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impl From<RigidBody> for ComponentAsset

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fn from(c: RigidBody) -> Self

Converts to this type from the input type.
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impl From<Room> for ComponentAsset

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fn from(c: Room) -> Self

Converts to this type from the input type.
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impl From<Scene> for ComponentAsset

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fn from(c: Scene) -> Self

Converts to this type from the input type.
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impl From<SceneMember> for ComponentAsset

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fn from(c: SceneMember) -> Self

Converts to this type from the input type.
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impl From<Screen> for ComponentAsset

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fn from(c: Screen) -> Self

Converts to this type from the input type.
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impl From<ScrollPanel> for ComponentAsset

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fn from(c: ScrollPanel) -> Self

Converts to this type from the input type.
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impl From<SdfVolume> for ComponentAsset

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fn from(c: SdfVolume) -> Self

Converts to this type from the input type.
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impl From<Shader> for ComponentAsset

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fn from(c: Shader) -> Self

Converts to this type from the input type.
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impl From<SkeletonPose> for ComponentAsset

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fn from(c: SkeletonPose) -> Self

Converts to this type from the input type.
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impl From<SkyRotation> for ComponentAsset

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fn from(c: SkyRotation) -> Self

Converts to this type from the input type.
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impl From<Spawner> for ComponentAsset

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fn from(c: Spawner) -> Self

Converts to this type from the input type.
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impl From<SpotLight> for ComponentAsset

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fn from(c: SpotLight) -> Self

Converts to this type from the input type.
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impl From<Sprite> for ComponentAsset

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fn from(c: Sprite) -> Self

Converts to this type from the input type.
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impl From<StatHud> for ComponentAsset

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fn from(c: StatHud) -> Self

Converts to this type from the input type.
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impl From<Story> for ComponentAsset

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fn from(c: Story) -> Self

Converts to this type from the input type.
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impl From<StreamingConfig> for ComponentAsset

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fn from(c: StreamingConfig) -> Self

Converts to this type from the input type.
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impl From<TextInput> for ComponentAsset

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fn from(c: TextInput) -> Self

Converts to this type from the input type.
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impl From<TextLabel> for ComponentAsset

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fn from(c: TextLabel) -> Self

Converts to this type from the input type.
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impl From<Transform> for ComponentAsset

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fn from(c: Transform) -> Self

Converts to this type from the input type.
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impl From<TriggerVolume> for ComponentAsset

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fn from(c: TriggerVolume) -> Self

Converts to this type from the input type.
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impl From<Variables> for ComponentAsset

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fn from(c: Variables) -> Self

Converts to this type from the input type.
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impl From<VolumetricFog> for ComponentAsset

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fn from(c: VolumetricFog) -> Self

Converts to this type from the input type.
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impl From<VoxelChunk> for ComponentAsset

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fn from(c: VoxelChunk) -> Self

Converts to this type from the input type.
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impl From<VoxelWorld> for ComponentAsset

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fn from(c: VoxelWorld) -> Self

Converts to this type from the input type.
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impl From<WaterSurface> for ComponentAsset

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fn from(c: WaterSurface) -> Self

Converts to this type from the input type.
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impl From<Window> for ComponentAsset

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fn from(c: Window) -> Self

Converts to this type from the input type.

Auto Trait Implementations§

Blanket 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> 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
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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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.