pub struct Anchored {
pub target: Entity,
pub offset: Vec3,
pub scale: Option<AnchorScaling>,
}Expand description
Component stamped (by the main reconciler) on any Anchored.node. Carries the
followed entity, world-space offset, and optional distance scaling. Requires
Visibility so the system can hide the overlay when its anchor is behind the
camera, and UiTransform so it can apply the distance scale.
Fields§
§target: EntityThe entity whose world position this overlay follows.
offset: Vec3World-space offset added to the target’s translation before projecting.
scale: Option<AnchorScaling>Distance-based scaling, or None to keep the overlay at scale 1.
Trait Implementations§
Source§impl Component for Anchored
Required Components: Visibility, UiTransform.
impl Component for Anchored
Required Components: Visibility, UiTransform.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
Source§const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
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type Mutability = Mutable
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_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Registers required components. Read more
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
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Maps the entities on this component using the given
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When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreAuto Trait Implementations§
impl Freeze for Anchored
impl RefUnwindSafe for Anchored
impl Send for Anchored
impl Sync for Anchored
impl Unpin for Anchored
impl UnsafeUnpin for Anchored
impl UnwindSafe for Anchored
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