usebevy::prelude::*;usecrate::LevelIid;/// Events fired by the plugin related to level spawning/despawning.
////// Each variant stores the level's `iid` in LDtk.
#[derive(Clone, Eq, PartialEq, Debug, Hash, Message)]pubenumLevelEvent{/// Indicates that a level has been triggered to spawn, but hasn't been spawned yet.
SpawnTriggered(LevelIid),/// The level, with all of its layers, entities, etc., has spawned.
////// Note: due to the frame-delay of [`GlobalTransform`] being updated, this may not be the
/// event you want to listen for.
/// If your systems are [`GlobalTransform`]-dependent, see [`LevelEvent::Transformed`].
////// [`GlobalTransform`]: https://docs.rs/bevy/latest/bevy/prelude/struct.GlobalTransform.html
Spawned(LevelIid),/// Occurs during the [`PostUpdate`] after the level has spawned, so all [`GlobalTransform`]s
/// of the level should be updated.
////// [`PostUpdate`]: https://docs.rs/bevy/latest/bevy/app/struct.PostUpdate.html
/// [`GlobalTransform`]: https://docs.rs/bevy/latest/bevy/prelude/struct.GlobalTransform.html
Transformed(LevelIid),/// Indicates that a level has despawned.
Despawned(LevelIid),}