bevy/src/prelude.rs

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pub use crate::{
app::{
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schedule_runner::ScheduleRunnerPlugin, stage, App, AppBuilder, AppPlugin, DynamicAppPlugin,
EventReader, Events,
},
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asset::{AddAsset, AssetEvent, AssetServer, Assets, Handle},
audio::{AudioOutput, AudioSource},
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core::time::{Time, Timer},
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diagnostic::DiagnosticsPlugin,
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ecs::{
Bundle, Commands, Component, Entity, FromResources, IntoForEachSystem, IntoQuerySystem,
IntoThreadLocalSystem, Local, Query, Ref, RefMut, Res, ResMut, Resource, Resources, System,
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World, WorldBuilderSource,
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},
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input::{keyboard::KeyCode, mouse::MouseButton, Input},
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math::{self, FaceToward, Mat3, Mat4, Quat, Vec2, Vec3, Vec4},
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pbr::{entity::*, light::Light, material::StandardMaterial},
property::{DynamicProperties, Properties, PropertiesVal, Property, PropertyVal},
render::{
draw::Draw,
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entity::*,
mesh::{shape, Mesh},
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pass::ClearColor,
pipeline::{PipelineDescriptor, RenderPipelines},
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render_graph::{
nodes::{
AssetRenderResourcesNode, CameraNode, PassNode, RenderResourcesNode,
WindowSwapChainNode, WindowTextureNode,
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},
RenderGraph,
},
render_resource::RenderResources,
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shader::{Shader, ShaderDefs, ShaderStage, ShaderStages},
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texture::Texture,
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Camera, Color, ColorSource, OrthographicProjection, PerspectiveProjection, VisibleEntities,
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},
scene::{Scene, SceneSpawner},
sprite::{
entity::{SpriteComponents, SpriteSheetComponents},
ColorMaterial, Sprite, TextureAtlas, TextureAtlasSprite,
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},
text::{Font, TextStyle},
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transform::prelude::*,
type_registry::RegisterType,
ui::{entity::*, widget::Label, Anchors, Margins, Node},
window::{Window, WindowDescriptor, WindowPlugin, Windows},
AddDefaultPlugins,
};