pub struct SpriteLayerPlugin<Layer> { /* private fields */ }
Expand description
This plugin adjusts your entities’ transforms so that their z-coordinates are sorted in the
proper order, where the order is specified by the Layer
component. Layers propagate to
children (including through entities with no )
Layers propagate to children, including ‘through’ entities with no GlobalTransform
.
If you need to know the z-coordinate, you can read it out of the GlobalTransform
after the
[SpriteLayer::SetZCoordinates
] set has run.
In general you should only instantiate this plugin with a single type you use throughout your program.
By default your sprites will also be y-sorted. If you don’t need this, replace the
SpriteLayerOptions
like so:
app.insert_resource(SpriteLayerOptions { y_sort: false });
Trait Implementations§
Source§impl<Layer> Default for SpriteLayerPlugin<Layer>
impl<Layer> Default for SpriteLayerPlugin<Layer>
Source§impl<Layer: LayerIndex> Plugin for SpriteLayerPlugin<Layer>
impl<Layer: LayerIndex> Plugin for SpriteLayerPlugin<Layer>
Source§fn ready(&self, _app: &App) -> bool
fn ready(&self, _app: &App) -> bool
Has the plugin finished its setup? This can be useful for plugins that need something
asynchronous to happen before they can finish their setup, like the initialization of a renderer.
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fn finish(&self, _app: &mut App)
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fn cleanup(&self, _app: &mut App)
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but after build you want to remove it and send it to another thread.
Auto Trait Implementations§
impl<Layer> Freeze for SpriteLayerPlugin<Layer>
impl<Layer> RefUnwindSafe for SpriteLayerPlugin<Layer>where
Layer: RefUnwindSafe,
impl<Layer> Send for SpriteLayerPlugin<Layer>where
Layer: Send,
impl<Layer> Sync for SpriteLayerPlugin<Layer>where
Layer: Sync,
impl<Layer> Unpin for SpriteLayerPlugin<Layer>where
Layer: Unpin,
impl<Layer> UnwindSafe for SpriteLayerPlugin<Layer>where
Layer: UnwindSafe,
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