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Functions36 in github.com/The-DevBlog/bevy_third_person_camera

Functionaim
( time: Res<Time>, gamepad_q: Query<&Gamepad>, mouse: Res<ButtonInput<MouseButton>>, mut cam_q
src/lib.rs:298
Functionaim_condition
only run aiming logic if `aim_enabled` is true
src/lib.rs:290
Methodbuild
(&self, app: &mut App)
src/mouse.rs:14
Methodbuild
(&self, app: &mut App)
src/mod.rs:22
Methodbuild
(&self, app: &mut App)
src/lib.rs:24
Methodbuild
(&self, app: &mut App)
src/gamepad.rs:8
Methoddefault
()
src/mod.rs:104
Methoddefault
()
src/lib.rs:126
Functiondetect_gamepad
(mut gamepad_connected: ResMut<GamepadConnected>, gamepad_q: Query<&Gamepad>)
src/gamepad.rs:29
Functionmain
()
examples/default.rs:4
Functionmain
()
examples/physics.rs:10
Functionmain
()
examples/custom.rs:4
Methodnew
(min: f32, max: f32)
src/mod.rs:36
Methodnew
(min: f32, max: f32)
src/lib.rs:167
Functionorbit_condition
only run the orbit system if the cursor lock is disabled
src/mouse.rs:21
Functionorbit_gamepad
( window_q: Query<&Window, With<PrimaryWindow>>, mut cam_q: Query<(&ThirdPersonCamera, &mut Transform)
src/gamepad.rs:59
Functionorbit_mouse
heavily referenced https://bevy-cheatbook.github.io/cookbook/pan-orbit-camera.html
src/mouse.rs:29
Functionplayer_movement_keyboard
( time: Res<Time>, keys: Res<ButtonInput<KeyCode>>, mut player_q: Query<(&mut LinearVelocity, &mut
examples/physics.rs:81
Functionspawn_camera
(mut commands: Commands)
examples/default.rs:25
Functionspawn_camera
(mut commands: Commands)
examples/physics.rs:40
Functionspawn_camera
(mut commands: Commands)
examples/custom.rs:25
Functionspawn_player
(mut commands: Commands, assets: Res<AssetServer>)
examples/default.rs:14
Functionspawn_player
(mut commands: Commands, assets: Res<AssetServer>)
examples/physics.rs:27
Functionspawn_player
(mut commands: Commands, assets: Res<AssetServer>)
examples/custom.rs:14
Functionspawn_world
( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardM
examples/default.rs:33
Functionspawn_world
( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardM
examples/physics.rs:58
Functionspawn_world
( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<Standard
examples/custom.rs:43
Functionsync_player_camera
( player_q: Query<&Transform, With<ThirdPersonCameraTarget>>, mut cam_q: Query<(&mut ThirdPersonCamera
src/lib.rs:262
Functiontoggle_cursor
( keys: Res<ButtonInput<KeyCode>>, mut cam_q: Query<&mut ThirdPersonCamera>, mut window_q: Query<&
src/lib.rs:406
Functiontoggle_cursor_condition
checks if the toggle cursor functionality is enabled
src/lib.rs:430
Functiontoggle_x_offset
inverts the x offset. Example: left shoulder view -> right shoulder view & vice versa
src/lib.rs:373
Functiontoggle_x_offset_condition
only run toggle_x_offset if `offset_toggle_enabled` is true
src/lib.rs:365
Methodwitb_gamepad_settings
(mut self, gamepad_settings: CustomGamepadSettings)
src/lib.rs:152
Functionzoom_condition
(cam_q: Query<&ThirdPersonCamera>)
src/lib.rs:357
Functionzoom_gamepad
( btns: Query<&Gamepad>, mut cam_q: Query<&mut ThirdPersonCamera, With<ThirdPersonCamera>>, )
src/gamepad.rs:33
Functionzoom_mouse
(mut scroll_evr: MessageReader<MouseWheel>, mut cam_q: Query<&mut ThirdPersonCamera>)
src/mouse.rs:73