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//! Edit-time effect graph asset and its bake to a runtime [`EffectAsset`].
//!
//! [`EffectGraphAsset`] is a stable-identity, serializable graph the editor
//! mutates directly and saves to disk. An `EffectAsset` is a *derived* bake
//! output of it (see [`bake`]), used for preview and runtime.
//!
//! This crate is `egui`- and editor-agnostic so it can be used in two ways:
//!
//! - **Offline baking**: a build tool consumes [`EffectGraphAsset`] and
//! produces an [`EffectAsset`], e.g. through an [`AssetProcessor`]. See the
//! `bake` example.
//! - **Runtime loading**: a game loads unbaked `EffectGraphAsset` files during
//! development via [`EffectGraphLoader`] and bakes them in-process.
//!
//! [`EffectAsset`]: bevy_hanabi::EffectAsset
//! [`EffectGraphAsset`]: model::EffectGraphAsset
//! [`AssetProcessor`]: bevy::asset::processor::AssetProcessor
pub use ;
pub use ModifierGroup;