Struct libre_pvz_resources::animation::Animation
source · pub struct Animation {
pub description: AnimDesc,
pub clip: OnceCell<Arc<AnimationClip>>,
}Expand description
Animation and all its dependency images.
Fields§
§description: AnimDescthe animation description.
clip: OnceCell<Arc<AnimationClip>>the AnimationClip generated from description.
Implementations§
source§impl Animation
impl Animation
sourcepub fn spawn_on(
&self,
commands: &mut Commands<'_, '_>,
translation: Vec2,
call_back: impl FnMut(usize, &str, Entity)
) -> Entity
pub fn spawn_on( &self, commands: &mut Commands<'_, '_>, translation: Vec2, call_back: impl FnMut(usize, &str, Entity) ) -> Entity
Spawn an animation.
sourcepub fn spawn_on_(&self, commands: &mut Commands<'_, '_>) -> Entity
pub fn spawn_on_(&self, commands: &mut Commands<'_, '_>) -> Entity
Spawn an animation, ignore internal entities.
sourcepub fn accumulated_frame_to(&self, track: &Track, k: usize) -> Frame
pub fn accumulated_frame_to(&self, track: &Track, k: usize) -> Frame
Accumulate the actions until some frame.
sourcepub fn clip(&self) -> Arc<AnimationClip>
pub fn clip(&self) -> Arc<AnimationClip>
Animation clip for the Meta at some index.
Trait Implementations§
source§impl TwoStageAsset for Animation
impl TwoStageAsset for Animation
source§const EXTENSIONS: AssetExtensions = _
const EXTENSIONS: AssetExtensions = _
The file extensions this asset is associated to.
source§fn post_process(
anim: AnimDesc,
load_context: &mut LoadContext<'_>
) -> Result<(Animation, Vec<AssetPath<'static>>)>
fn post_process( anim: AnimDesc, load_context: &mut LoadContext<'_> ) -> Result<(Animation, Vec<AssetPath<'static>>)>
The post-processing logic: transform the
Repr to a more compact in-memory form, require
loading the dependencies and store their handles in the appropriate locations, and submit
the resulting asset to the asset loader.source§impl TypePath for Animation
impl TypePath for Animation
source§fn type_path() -> &'static str
fn type_path() -> &'static str
Returns the fully qualified path of the underlying type. Read more
source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
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source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
source§impl VisitAssetDependencies for Animation
impl VisitAssetDependencies for Animation
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))
impl Asset for Animation
Auto Trait Implementations§
impl !Freeze for Animation
impl !RefUnwindSafe for Animation
impl Send for Animation
impl Sync for Animation
impl Unpin for Animation
impl !UnwindSafe for Animation
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source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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T ShaderType for self. When used in AsBindGroup
derives, it is safe to assume that all images in self exist.source§impl<A> AssetContainer for Awhere
A: Asset,
impl<A> AssetContainer for Awhere
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