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github.com/PhaestusFox/bevy_sprite_animation
/ functions
Functions
202 in github.com/PhaestusFox/bevy_sprite_animation
⨍
Functions
202
◇
Types & classes
49
Method
fmt
(&self, f: &mut std::fmt::Formatter<'_>)
src/state.rs:28
Method
fmt
(&self, f: &mut std::fmt::Formatter<'_>)
src/node_core.rs:46
Method
fmt
(&self, f: &mut std::fmt::Formatter<'_>)
src/node_id.rs:213
Method
from
(value: NodeId)
src/node_id.rs:235
Method
from_handle
(handle: Handle<AnimationNode>)
src/lib.rs:212
Method
from_handle
(id: Handle<AnimationNode>)
src/node_id.rs:264
Method
from_name
(name: impl Into<std::borrow::Cow<'static, str>>)
src/lib.rs:209
Method
from_name
(name: impl Into<Cow<'a, str>>)
src/node_id.rs:270
Method
from_str
(s: &str)
src/lib.rs:200
Method
from_str
turns a &str into a Attribute by attemting to deserialize it with ron if this failes it will just return Attribute::Custom(s.to_string().into())
src/attributes.rs:124
Method
from_str
todo!
src/node_id.rs:251
Method
from_type
()
src/serde.rs:164
Method
from_u64
(id: u64)
src/lib.rs:206
Method
from_u64
(id: u64)
src/node_id.rs:261
Method
from_world
(world: &mut World)
src/serde.rs:30
Method
get_id
Will Return the id of an Attribute #Returns `None` - If Core Attribute `Some(id)` - If CustomId or IndexId `Some(hash)` - If Custom or Index
src/attributes.rs:201
Method
get_represented_type_info
(&self)
src/lib.rs:91
Method
id
(&self)
src/nodes/scale_node.rs:58
Method
id
(&self)
src/nodes/fps_node.rs:62
Method
id
(&self)
src/nodes/match_node.rs:92
Method
id
(&self)
src/nodes/script_node.rs:120
Method
into_any
(self: Box<Self>)
src/lib.rs:95
Method
into_reflect
(self: Box<Self>)
src/lib.rs:107
Method
is_core
(&self)
src/attributes.rs:82
Method
is_custom
(&self)
src/attributes.rs:99
Method
load
( s: &str, _: &mut bevy::asset::LoadContext<'b>, _: &mut Vec<bevy::asset::AssetPath<'s
src/nodes/scale_node.rs:78
Method
load
( s: &str, load_context: &mut bevy::asset::LoadContext<'b>, dependencies: &mut Vec<Ass
src/nodes/variable_node.rs:112
Method
load
( s: &str, load_context: &mut bevy::asset::LoadContext<'b>, dependencies: &mut Vec<Ass
src/nodes/index_node.rs:104
Method
load
( s: &str, _load_context: &mut bevy::asset::LoadContext<'b>, _dependencies: &mut Vec<b
src/nodes/fps_node.rs:17
Method
load
( s: &str, _: &mut bevy::asset::LoadContext<'b>, _dependencies: &mut Vec<bevy::asset::
src/nodes/match_node.rs:122
Method
load
( s: &str, _: &mut bevy::asset::LoadContext<'b>, _dependencies: &mut Vec<bevy::asset::
src/nodes/script_node.rs:569
Function
main
()
examples/zombie.rs:187
Function
main
this is an exaple of how to make a single animation in code and add it to you game
examples/basic_code_animation.rs:5
Function
main
this is an exaple of how to load a single animation from a file and add it to you game
examples/basic_load_animation.rs:5
Method
name
(&self)
src/lib.rs:167
Method
name
(&self)
src/node_core.rs:11
Method
name
(&self)
src/nodes/scale_node.rs:31
Method
name
(&self)
src/nodes/variable_node.rs:51
Method
name
(&self)
src/nodes/index_node.rs:51
Method
name
(&self)
src/nodes/fps_node.rs:43
Method
name
(&self)
src/nodes/match_node.rs:88
Method
name
(&self)
src/nodes/script_node.rs:111
Method
name
(&self)
src/nodes/reference_node.rs:29
Method
new
(s: &'a str)
src/serde.rs:214
Method
new
(node: impl AnimationNodeTrait)
src/lib.rs:145
Method
new
(name: &str, scale: Attribute, next: NodeId<'static>)
src/nodes/scale_node.rs:20
Method
new
(name: &str, frames: &[(Handle<Image>, f32)], is_loop: bool)
src/nodes/variable_node.rs:23
Method
new
(name: &str, frames: &[Handle<Image>], is_loop: bool)
src/nodes/index_node.rs:23
Method
new
(name: &str, fps: u32, next: impl Into<NodeId<'static>>)
src/nodes/fps_node.rs:28
Method
new
( name: &str, set: Vec<(T, NodeId<'static>)>, check: Attribute, default: NodeI
src/nodes/match_node.rs:50
Method
new
(script: &str)
src/nodes/script_node.rs:281
Method
new_attribute
(name: impl Into<Cow<'static, str>>)
src/attributes.rs:185
Method
new_attribute_id
Returns the Attribute::CustomId() for the given name The Attribute will **not** have a name
src/attributes.rs:192
Method
new_index
(name: impl Into<Cow<'static, str>>)
src/attributes.rs:174
Method
new_index_id
Returns the Attribute::IndexId() for the given name The Attribute will **not** have a name
src/attributes.rs:213
Method
new_with_index
( name: &str, frames: &[(Handle<Image>, f32)], is_loop: bool, index: Attribute
src/nodes/variable_node.rs:34
Method
new_with_index
( name: &str, frames: &[Handle<Image>], is_loop: bool, index: Attribute, )
src/nodes/index_node.rs:34
Method
partial_cmp
(&self, other: &Self)
src/node_id.rs:12
Function
player_animation_update
( mut player: Query<(&mut ZState, &mut AnimationState), With<Player>>, mut local: Local<[Attri
examples/zombie.rs:101
Function
print_tree
( nodes: Res<Assets<AnimationNode>>, roots: Res<Handles>, input: Res<Input<KeyCode>>, asset_se
examples/zombie.rs:215
Method
reflect_mut
(&mut self)
src/lib.rs:131
Method
reflect_owned
(self: Box<Self>)
src/lib.rs:135
Method
reflect_ref
(&self)
src/lib.rs:127
Method
run
(&self, state: &mut AnimationState)
src/nodes/scale_node.rs:35
Method
run
(&self, state: &mut AnimationState)
src/nodes/variable_node.rs:55
Method
run
(&self, state: &mut AnimationState)
src/nodes/index_node.rs:55
Method
run
(&self, state: &mut AnimationState)
src/nodes/fps_node.rs:47
Method
run
(&self, state: &mut crate::state::AnimationState)
src/nodes/match_node.rs:75
Method
run
(&self, state: &mut crate::state::AnimationState)
src/nodes/script_node.rs:12
Method
run
(&self, _: &mut crate::state::AnimationState)
src/nodes/reference_node.rs:21
Method
serialize
(&self, serializer: S)
src/attributes.rs:267
Method
serialize
(&self, data: &mut String, asset_server: &AssetServer)
src/node_core.rs:16
Method
serialize
(&self, serializer: S)
src/node_id.rs:49
Method
serialize
( &self, data: &mut String, _: &AssetServer, )
src/nodes/script_node.rs:147
Method
set_id
(&mut self, id: NodeId<'_>)
src/nodes/scale_node.rs:54
Method
set_id
(&mut self, id: NodeId<'_>)
src/nodes/variable_node.rs:87
Method
set_id
(&mut self, id: NodeId<'_>)
src/nodes/index_node.rs:79
Method
set_id
(&mut self, id: NodeId<'_>)
src/nodes/fps_node.rs:70
Method
set_id
(&mut self, id: NodeId<'_>)
src/nodes/match_node.rs:100
Method
set_id
(&mut self, new: NodeId<'_>)
src/nodes/script_node.rs:137
Method
set_id
(&mut self, _: NodeId<'_>)
src/nodes/reference_node.rs:37
Method
set_persistent
Will stop this Attribute being cleared after a frame it is not set
src/state.rs:85
Function
setup_animations
(mut commands: Commands, asset_server: Res<AssetServer>)
examples/zombie.rs:239
Function
setup_animations
( mut commands: Commands, asset_server: Res<AssetServer>, mut nodes: ResMut<Assets<AnimationNode>>
examples/basic_code_animation.rs:17
Function
setup_animations
(mut commands: Commands, asset_server: Res<AssetServer>)
examples/basic_load_animation.rs:52
Function
test_asset_server
()
src/lib.rs:40
Function
test_hash
()
src/attributes.rs:478
Function
test_serde
()
src/attributes.rs:374
Function
test_serde
()
src/node_id.rs:143
Function
update_delta
(time: Res<Time>, mut states: Query<&mut AnimationState>)
src/state.rs:145
Method
visit_enum
(self, data: A)
src/attributes.rs:316
Method
visit_enum
(self, data: A)
src/node_id.rs:95
Method
visit_map
(self, mut map: A)
src/nodes/scale_node.rs:109
Method
visit_map
(self, mut map: A)
src/nodes/variable_node.rs:148
Method
visit_map
(self, mut map: A)
src/nodes/index_node.rs:139
Method
visit_str
(self, v: &str)
src/attributes.rs:355
Method
visit_str
(self, v: &str)
src/node_id.rs:124
Method
visit_u64
(self, v: u64)
src/attributes.rs:345
Method
visit_u64
(self, v: u64)
src/node_id.rs:117
Function
write_dot
( input: Res<Input<KeyCode>>, mut local: Local<KeyChain>, nodes: Res<Assets<AnimationNode>>, r
src/dot.rs:30
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