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Functions559 in github.com/TheSeekerGame/TheSeeker

Functionspawn_toolbar
( mut commands: Commands, mut ui_materials: ResMut<Assets<player_hp::Material>>, )
game/src/ui/skill_toolbar.rs:32
Functionspawn_wall_collision
Spawns XPBD colliders for the walls of a level (adapted from the `bevy_ecs_ldtk` example) You could just insert a ColliderBundle in to the WallBundl
game/src/game/wall.rs:43
Functionsprite_flip
( query: Query<(&Facing, &Gent), With<Enemy>>, mut gfx_query: Query<&mut ScriptPlayer<SpriteAnimation>
game/src/game/enemy.rs:2063
Functionsprite_flip
( query: Query<(&Facing, &Gent, Option<&WallSlideTime>)>, mut gfx_query: Query<&mut ScriptPlayer<Sprit
game/src/game/player/player_anim.rs:257
Methodstop_one
(&self, id: PreciseAudioId)
engine/src/audio/mixer.rs:151
Methodsub
(self, rhs: FrameId)
engine/src/assets/animation.rs:223
Functionswap_combat_style
( mut combat_style: ResMut<PlayerCombatStyle>, query: Query<&ActionState<PlayerAction>, With<Player>>,
game/src/game/player/player_weapon.rs:168
Functionswap_melee_weapon
( mut weapon: ResMut<PlayerMeleeWeapon>, query: Query<&ActionState<PlayerAction>, With<Player>>, )
game/src/game/player/player_weapon.rs:182
Methodtake_slots
(&mut self, timing: ScriptActionTiming)
engine/src/script/common.rs:386
Functiontick_damage_animation
( mut damage_animation: Query<&mut DamageAnimation>, time: Res<Time>, )
game/src/graphics/enemy_hp.rs:205
Functiontoggle_console
( mut commands: Commands, kbd: Res<ButtonInput<KeyCode>>, query_existing: Query<Entity, With<UiCon
game/src/ui/console.rs:26
Functiontoggle_control_overlay
( action_state_q: Query<&ActionState<PlayerAction>>, mut control_overlay_q: Query<&mut Visibility, Wit
game/src/ui/controls_overlay.rs:150
Methodtoggle_slot
Toggles the value of a slot and returns the new value
engine/src/script.rs:888
Methodtotal_duration
(&self)
engine/src/audio/mixer.rs:494
Methodtotal_ticks
Get the total target number of ticks as of this Bevy frame update
engine/src/time.rs:130
Methodtrack_action
( &mut self, run_if: &Self::RunIf, _params: &Self::ActionParams, action_id: Ac
engine/src/script/common.rs:143
Functiontrack_crits
(mut query: Query<(&mut Crits, Option<&Passives>, &Health)>)
game/src/game/attack/mod.rs:595
Functiontrack_hits
( mut query: Query< ( Entity, &Passives, &mut Health,
game/src/game/player/mod.rs:1566
Functiontrack_particles_parent
( q_parent: Query<&GlobalTransform>, mut query: Query<(Entity, &Parent, &mut EffectProperties)>, m
game/src/game/attack/particles.rs:187
Methodtracker
(&self)
engine/src/script.rs:315
Methodtracker_do
(mut self, f: impl FnOnce(&mut T::Tracker))
engine/src/script.rs:323
Methodtransfer_progress
(&mut self, other: &Self)
engine/src/animation.rs:482
Methodtransfer_progress
(&mut self, other: &Self)
engine/src/script/common.rs:138
Functiontransform_gfx_from_gent
( mut q_target: Query<( &mut GlobalTransform, &TransformGfxFromGent, )>, q_src: Qu
engine/src/gent.rs:38
Functiontransition
todo make generic
game/src/game/gentstate.rs:6
Functionunpause
( mut next_state: ResMut<NextState<GameState>>, input: Res<ButtonInput<KeyCode>>, )
game/src/gamestate.rs:27
Methodupdate
( &mut self, entity: Entity, _settings: &Self::Settings, (gt, q): &mut <Self::
engine/src/animation.rs:529
Methodupdate
( &mut self, _entity: Entity, _settings: &Self::Settings, (time, game_time, q_
engine/src/script/common.rs:231
Functionupdate_attack_ability_ui
( player: Query<Option<&Attacking>, With<Player>>, ui: Query< Entity, ( Wi
game/src/ui/skill_toolbar.rs:209
Functionupdate_camera
Camera updates the camera position to smoothly interpolate to the rig location. also applies camera shake, and limits camera within the level boundari
game/src/camera.rs:213
Functionupdate_counter
( mut commands: Commands, kill_count: Res<KillCount>, query: Query<(Entity, &Text), With<KillCount
game/src/ui/kill_counter.rs:68
Functionupdate_dash_ability_ui
( player: Query<&CanDash, With<Player>>, ui: Query< Entity, ( With<DashAbi
game/src/ui/skill_toolbar.rs:233
Functionupdate_dialog_background
( mut query: Query<&mut Handle<Image>, With<MerchantDialogueBox>>, dialogue_current_step: Res<Merchant
game/src/game/merchant.rs:479
Functionupdate_fade_in
( mut commands: Commands, time: Res<Time>, mut query: Query<( Entity, &mut Backgro
game/src/game/game_over.rs:50
Functionupdate_fog
( mut fog_bundle_query: Query< ( &mut Transform, &Handle<FogMaterial>,
game/src/graphics/fog.rs:90
Functionupdate_frenzied_attack_slot
( player_query: Query<(&Gent, &Passives), With<Player>>, mut gfx_query: Query<&mut ScriptPlayer<Sprite
game/src/game/player/player_anim.rs:321
Functionupdate_gametime
Update `GameTime` every frame
engine/src/time.rs:178
Functionupdate_hp
( enemy_q: Query<&Health, With<Enemy>>, mut hp_bar_q: Query<( &Bar, &Handle<Material>,
game/src/graphics/enemy_hp.rs:172
Functionupdate_hp
( player_q: Query<&Health, With<Player>>, mut hp_bar_q: Query<(&Bar, &Handle<Material>)>, mut mate
game/src/graphics/player_hp.rs:40
Functionupdate_hp_vignette
( player_q: Query<&Health, With<Player>>, time: Res<Time>, mut query: Query<&mut VignetteSettings>
game/src/graphics/player_hp.rs:58
Functionupdate_loading_pct
( mut q: Query<&mut Style, With<LoadingProgressIndicator>>, progress: Res<ProgressCounter>, )
game/src/screens/loading.rs:81
Functionupdate_number
( mut commands: Commands, mut dmg_numer_q: Query<( Entity, &mut DmgNumber, &mu
game/src/graphics/dmg_numbers.rs:109
Functionupdate_orbs_pos
( mut query: Query<( &mut Transform, &LinearVelocity, &mut XpOrb, )>, time
game/src/game/xp_orbs.rs:140
Functionupdate_orbs_vel
( mut commands: Commands, mut query: Query<( Entity, &GlobalTransform, &mut Li
game/src/game/xp_orbs.rs:94
Functionupdate_positions
( enemy_q: Query< (&GlobalTransform, Option<&Collider>), (With<Health>, With<Enemy>),
game/src/graphics/enemy_hp.rs:126
Functionupdate_query_pipeline
Updates the pipeline by reading all the positions/components with colliders Make sure if you are reading from this in a system, you run after this fi
engine/src/physics.rs:400
Functionupdate_screen_shake
( mut commands: Commands, // mut cam_query: Query<(Entity, &mut CameraShake, &mut Transform), (With
game/src/camera.rs:317
Functionupdate_serpent_ring_slot
( player_query: Query<(&Gent, &Passives), With<Player>>, mut gfx_query: Query<&mut ScriptPlayer<Sprite
game/src/game/player/player_anim.rs:305
Functionupdate_serpentring_health
on gain passive event?
game/src/game/player/mod.rs:1601
Functionupdate_sprite_colliders
( shape_map: Res<SpriteShapeMap>, mut q_sprite: Query< ( &Handle<Image>,
engine/src/physics.rs:80
Functionupdate_stealth_ability_ui
( player: Query<&CanStealth, With<Player>>, stealth_ui: Query< Entity, ( W
game/src/ui/skill_toolbar.rs:274
Functionupdate_velocity
( q_parent: Query<&Projectile>, mut query: Query<(&Parent, &mut EffectProperties)>, )
game/src/game/attack/particles.rs:168
Functionupdate_visibility
( enemy_q: Query<Ref<Health>, With<Enemy>>, mut hp_root_q: Query<(&Root, &mut Visibility)>, )
game/src/graphics/enemy_hp.rs:214
Functionupdate_whirl_ability_ui
( player: Query<&WhirlAbility, With<Player>>, ui: Query< Entity, ( With<Wh
game/src/ui/skill_toolbar.rs:253
Functionwaiting
(mut query: Query<&mut Waiting, With<Enemy>>)
game/src/game/enemy.rs:933
Functionwalking
( mut query: Query< ( &mut Navigation, &mut Facing, &mut Linea
game/src/game/enemy.rs:1266
Functionwatch_preload_dynamic_collections
Detects any "dynamic assets", as they get discovered by `bevy_asset_loader`, and preloads the things we want preloaded.
engine/src/assets.rs:177
Methodwith_vel
Creates a projectile component with a starting [`LinearVelocity`] of magnitude vel, such that the projectile will intersect target. set gravity to Pl
game/src/game/attack/arc_attack.rs:23
Functionxp_orb_animation_handler
( mut xp_events: EventReader<XpOrbPickup>, mut gfx_query: Query<&mut ScriptPlayer<SpriteAnimation>, Wi
game/src/game/player/player_anim.rs:337
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