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Functions559 in github.com/TheSeekerGame/TheSeeker

Methodoverstep
Get the leftover partial tick to be carried over to the next Bevy frame update
engine/src/time.rs:135
Functionparse_framequant
()
engine/src/data.rs:349
Functionparse_timespec
()
engine/src/data.rs:427
Functionpatrolling
( mut query: Query< ( &Range, &mut TransitionQueue, &mut AddQu
game/src/game/enemy.rs:887
Functionpause
( mut next_state: ResMut<NextState<GameState>>, input: Res<ButtonInput<KeyCode>>, )
game/src/gamestate.rs:18
Functionplayer_attack
( mut query: Query< ( Entity, &Gent, &Facing, &Tra
game/src/game/player/player_behaviour.rs:1210
Functionplayer_attacking_animation
( query: Query< ( &Gent, &ActionState<PlayerAction>, Has<Falli
game/src/game/player/player_anim.rs:153
Functionplayer_can_dash
( mut q_gent: Query< ( &ActionState<PlayerAction>, &PlayerStatMod,
game/src/game/player/player_behaviour.rs:466
Functionplayer_can_stealth
( mut q_gent: Query< ( &ActionState<PlayerAction>, &mut CanStealth,
game/src/game/player/player_behaviour.rs:162
Functionplayer_collisions
( spatial_query: Res<PhysicsWorld>, mut q_gent: Query< ( Entity, &mut
game/src/game/player/player_behaviour.rs:693
Functionplayer_damage_animation_handler
( mut damage_events: EventReader<DamageInfo>, mut gfx_query: Query<&mut ScriptPlayer<SpriteAnimation>,
game/src/game/player/player_anim.rs:351
Functionplayer_dash
( mut query: Query< ( &PlayerStats, &Facing, &mut LinearVeloci
game/src/game/player/player_behaviour.rs:560
Functionplayer_dash_fx
( mut query: Query< ( &GlobalTransform, &Facing, //
game/src/game/player/mod.rs:1388
Functionplayer_dash_strike
( mut query: Query< ( Entity, &Gent, &Facing, &mut
game/src/game/player/player_behaviour.rs:510
Functionplayer_dashing_animation
( query: Query<(&Gent, &Dashing), Added<Dashing>>, mut gfx_query: Query<&mut ScriptPlayer<SpriteAnimat
game/src/game/player/player_anim.rs:231
Functionplayer_dashing_strike_animation
( query: Query<(&Gent, &DashStrike), Added<DashStrike>>, mut gfx_query: Query<&mut ScriptPlayer<Sprite
game/src/game/player/player_anim.rs:246
Functionplayer_enters_merchant_range
( mut commands: Commands, talk_hint: Query<Entity, With<MerchantTalkHint>>, )
game/src/game/merchant.rs:265
Functionplayer_falling
( spatial_query: Res<PhysicsWorld>, mut query: Query< ( Entity, &mut T
game/src/game/player/player_behaviour.rs:1014
Functionplayer_falling_animation
( f_query: Query< ( &Gent, &LinearVelocity, Option<&WallSlideT
game/src/game/player/player_anim.rs:77
Functionplayer_grounded
( spatial_query: Res<PhysicsWorld>, mut query: Query< ( Entity, &Shape
game/src/game/player/player_behaviour.rs:933
Functionplayer_idle
( mut query: Query< ( &ActionState<PlayerAction>, &mut TransitionQueue,
game/src/game/player/player_behaviour.rs:242
Functionplayer_idle_animation
( query: Query< &Gent, Or<( ( Added<Idle>, Wit
game/src/game/player/player_anim.rs:56
Functionplayer_in_merchant_range
( mut event_writer: EventWriter<MerchantDialogueInteractionEvent>, player_query: Query<&ActionState<Pl
game/src/game/merchant.rs:283
Functionplayer_jump
( mut query: Query< ( &ActionState<PlayerAction>, &mut LinearVelocity,
game/src/game/player/player_behaviour.rs:434
Functionplayer_jumping_animation
( query: Query< &Gent, Or<( (Added<Jumping>, Without<Attacking>),
game/src/game/player/player_anim.rs:115
Functionplayer_leaves_merchant_range
( mut commands: Commands, mut dialogue_current_step: ResMut<MerchantDialogueCurrentStep>, query: Q
game/src/game/merchant.rs:294
Functionplayer_move
( mut q_gent: Query< ( &PlayerStats, &PlayerStatMod, &mut Line
game/src/game/player/player_behaviour.rs:263
Functionplayer_pickup_interact
( mut query: Query< ( &Transform, &ActionState<PlayerAction>,
game/src/game/player/player_behaviour.rs:1592
Functionplayer_restore_velocity
Restores the player movement velocity after attacking.
game/src/game/player/player_behaviour.rs:1426
Functionplayer_run
( mut q_gent: Query< ( &ActionState<PlayerAction>, &mut TransitionQueue,
game/src/game/player/player_behaviour.rs:408
Functionplayer_running_animation
( query: Query< &Gent, Or<( ( Added<Running>,
game/src/game/player/player_anim.rs:132
Functionplayer_sliding
( mut commands: Commands, mut query: Query< ( Entity, &ActionState<Pla
game/src/game/player/player_behaviour.rs:1094
Functionplayer_stealth
( mut query: Query< ( &mut Stealthing, &mut TransitionQueue, &
game/src/game/player/player_behaviour.rs:131
Functionplayer_update_passive_buffs
( mut query: Query<( &Passives, &LinearVelocity, &GlobalTransform, &Enemie
game/src/game/player/mod.rs:1172
Functionplayer_update_stats_mod
( mut query: Query<( Entity, &mut StatusModifier, &mut PlayerStats, )>, mu
game/src/game/player/mod.rs:1300
Functionplayer_whirl
( mut gent_query: Query< ( Entity, &ActionState<PlayerAction>,
game/src/game/player/player_behaviour.rs:1446
Functionplayer_whirl_charge
( mut query: Query<(&mut WhirlAbility, &PlayerStatMod), Without<Whirling>>, config: Res<PlayerConfig>,
game/src/game/player/player_behaviour.rs:1434
Functionplayer_whirling_animation
( query: Query<&Gent, Added<Whirling>>, mut gfx_query: Query<&mut ScriptPlayer<SpriteAnimation>, With<
game/src/game/player/player_anim.rs:219
Functionplugin
(app: &mut App)
game/src/ui/controls_overlay.rs:17
Functionplugin
(app: &mut App)
game/src/ui/popup.rs:13
Functionplugin
(app: &mut App)
game/src/ui/passives.rs:6
Methodpoint_project
( &self, point: Vec2, interaction: InteractionGroups, // TODO: might want to b
engine/src/physics.rs:333
Functionpopulate_collider_map
( preloaded: Res<PreloadedAssets>, animations: Res<Assets<animation::SpriteAnimation>>, mut images
engine/src/assets.rs:268
Functionprepare_auxiliary_depth_of_field_textures
Creates the second render target texture that the first pass of the bokeh effect needs.
game/src/graphics/dof/mod.rs:840
Functionprepare_core_3d_depth_textures
( mut commands: Commands, mut texture_cache: ResMut<TextureCache>, msaa: Res<Msaa>, render_dev
game/src/graphics/dof/mod.rs:737
Functionprepare_depth_of_field_global_bind_group
Creates depth of field bind group 1, which is shared among all instances of the depth of field shader.
game/src/graphics/dof/mod.rs:818
Functionprepare_depth_of_field_pipelines
Specializes the depth of field pipelines specific to a view.
game/src/graphics/dof/mod.rs:878
Functionprepare_depth_of_field_view_bind_group_layouts
Creates the bind group layouts for the depth of field effect that are specific to each view.
game/src/graphics/dof/mod.rs:636
Methodproduce_carryover
( &self, _entity: Entity, _: &mut <Self::CarryoverParam as SystemParam>::Item<'_, '_>,
engine/src/script/common.rs:130
Methodqueue_extra_actions
( &mut self, _settings: &Self::Settings, queue: &mut Vec<QueuedAction>, )
engine/src/animation.rs:570
Methodqueue_extra_actions
( &mut self, _settings: &Self::Settings, queue: &mut Vec<QueuedAction>, )
engine/src/script/common.rs:303
Methodrandom
()
game/src/game/enemy.rs:690
Functionranged_attack
( spatial_query: Res<PhysicsWorld>, mut query: Query< ( Entity, &Globa
game/src/game/enemy.rs:1047
Methodremove_entity
(&mut self, entity: Entity)
engine/src/script/label.rs:45
Methodremove_entity_label
(&mut self, entity: Entity, label: &str)
engine/src/script/label.rs:55
Functionremove_inside
( mut query: Query< (Entity, &GlobalTransform, &mut Collider), (With<Inside>, With<Enemy>)
game/src/game/enemy.rs:1734
Methodremove_label
(&mut self, label: &str)
engine/src/script/label.rs:35
Methodreset
Reset tick counters to zero, set the last update to now, keep the `hz` value
engine/src/time.rs:145
Functionreset_player_jump_on_downward_attack
( mut p_query: Query<&mut JumpCount, With<Player>>, query: Query<&Attack, (Added<Hit>, With<DownwardAt
game/src/game/player/player_behaviour.rs:120
Functionresolve_asset_keys
System that detects `AssetKey` components on entities and inserts `Handle`. This happens in `GameTickUpdate`, so it is possible to spawn and resolve
engine/src/assets.rs:104
Functionresolve_l10n
( locale: Res<Locale>, l10n_builder: LocalizationBuilder, mut ass_ev: EventReader<AssetEvent<Bundl
game/src/locale.rs:98
Functionrestart
(mut next_state: ResMut<NextState<AppState>>)
game/src/appstate.rs:61
Functionrestore_merchant_interactability
( mut commands: Commands, mut dialogue_stage: ResMut<MerchantDialogueStage>, merchant_query: Query
game/src/game/merchant.rs:453
Methodrun
( &self, _graph: &mut RenderGraphContext, render_context: &mut RenderContext,
game/src/graphics/post_processing/floaters.rs:229
Methodrun
( &self, _graph: &mut RenderGraphContext, render_context: &mut RenderContext,
game/src/graphics/post_processing/vignette.rs:105
Methodrun
Runs the node logic This is where you encode draw commands. This will run on every view on which the graph is running. If you don't want your effect
game/src/graphics/post_processing/darkness.rs:247
Methodrun
( &self, entity: Entity, timing: ScriptActionTiming, _actionparams: &Self::Act
engine/src/script/common.rs:551
Functionrun_gametickupdate_schedule
Our alternative to Bevy's fixed timestep, based on `GameTime`
engine/src/time.rs:183
Methodsample
(&self, rng: &mut R)
game/src/game/enemy.rs:706
Functionscript_changeover_system
( mut q_script: Query<(Entity, &mut ScriptPlayer<T>)>, mut params: ParamSet<( StaticSystemPara
engine/src/script.rs:349
Functionscript_driver_system
( mut q_script: Query<(Entity, &mut ScriptPlayer<T>)>, mut params: ParamSet<( StaticSystemPara
engine/src/script.rs:438
Functionscript_init_system
( gt: Res<GameTime>, preloaded: Res<PreloadedAssets>, ass_script: Res<Assets<T>>, mut runcount
engine/src/script.rs:563
Methodseed_map
()
game/src/game/pickups.rs:331
Functionserialize_color_rgbhex
( value: &Color, serializer: S, )
engine/src/data.rs:36
Functionset_movement_slots
( mut q_gent: Query<(&LinearVelocity, &Gent), With<Player>>, mut q_gfx_player: Query< &mut Scr
game/src/game/player/player_behaviour.rs:367
Methodset_slot
( &mut self, _timing: ScriptActionTiming, _slot: &str, _state: bool, )
engine/src/script.rs:153
Functionsetup_enemy
( mut q: Query<( &mut Transform, &Tier, &Role, Entity, Ref<EnemyBl
game/src/game/enemy.rs:404
Functionsetup_fog
( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<FogMateri
game/src/graphics/fog.rs:44
Functionsetup_loadscreen
(mut commands: Commands)
game/src/screens/loading.rs:28
Functionsetup_main_camera
(mut commands: Commands)
game/src/camera.rs:97
Functionsetup_merchant
( mut q: Query<(&mut Transform, Entity), Added<MerchantBlueprint>>, mut commands: Commands, )
game/src/game/merchant.rs:176
Functionsetup_player
( mut q: Query<(&mut Transform, Entity, &Parent), Added<PlayerBlueprint>>, parent_query: Query<Entity,
game/src/game/player/mod.rs:351
Functionsetup_precisionmixer
( mut commands: Commands, mut ass: ResMut<Assets<PrecisionMixerInstance>>, )
engine/src/audio.rs:18
Functionsetup_puzzles
( mut q: Query<(&mut Transform, Entity, &Name), Added<Puzzle>>, mut commands: Commands, )
game/src/game/switches.rs:126
Functionsetup_switches
( mut q: Query<(&mut Transform, Entity, &Name), Added<Switch>>, mut commands: Commands, )
game/src/game/switches.rs:76
Functionsetup_yak
( mut q: Query<(&mut Transform, Entity), Added<YakBlueprint>>, mut commands: Commands, )
game/src/game/yak.rs:41
Methodshould_run
( &self, entity: Entity, tracker: &mut Self::Tracker, _action_id: ActionId,
engine/src/animation.rs:121
Methodshould_run
( &self, _entity: Entity, tracker: &mut Self::Tracker, action_id: ActionId,
engine/src/script/common.rs:421
Functionsolve_ballistic_arc_moving
For a moving target Note: still returns a solution even if none exists for some reason. make sure to check range first and clamp velocity to max if u
engine/src/ballistics_math.rs:321
Functionspawn_control_hint
(mut commands: Commands)
game/src/ui/controls_overlay.rs:38
Functionspawn_control_overlay
(mut commands: Commands)
game/src/ui/controls_overlay.rs:53
Functionspawn_enemies
TODO:only spawn when all from spawner have died, increase scaling, when 5 are cleared, up spider tier one at a time when ranged should be capped at 2
game/src/game/enemy.rs:280
Functionspawn_killcounter
( mut commands: Commands, q_cam: Query<Entity, With<MainCamera>>, asset_server: Res<AssetServer>,
game/src/ui/kill_counter.rs:26
Functionspawn_mainmenu
( mut commands: Commands, uiassets: Res<UiAssets>, menuassets: Res<MainMenuAssets>, )
game/src/ui/mainmenu.rs:16
Functionspawn_merchant_dialog_text
( mut commands: Commands, camera_query: Query<(&Camera, &GlobalTransform), With<MainCamera>>, dial
game/src/game/merchant.rs:361
Functionspawn_merchant_dialog_ui
( mut commands: Commands, camera_query: Query<(&Camera, &GlobalTransform), With<MainCamera>>, dial
game/src/game/merchant.rs:322
Functionspawn_orbs_on_death
( enemy_q: Query<&GlobalTransform, (With<Enemy>, Added<Dead>)>, player_q: Query<&Passives, With<Player
game/src/game/xp_orbs.rs:38
Functionspawn_passive_ui_container
(mut commands: Commands)
game/src/ui/passives.rs:22
Functionspawn_pickups_on_death
( mut kill_count: ResMut<KillCount>, mut drop_tracker: ResMut<DropTracker>, enemy_q: Query<(&Globa
game/src/game/pickups.rs:453
Functionspawn_test_fog
(mut commands: Commands)
game/src/graphics/fog.rs:20
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