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Don't require going through bevy_animation::prelude
to get to certain items in bevy_animation
(#14979)
# Objective * Fixes https://github.com/bevyengine/bevy/issues/14889 ## Solution Exposes `bevy_animation::{animatable, graph, transition}` to the world. ## Testing - Did you test these changes? If so, how? - These changes do not need testing, as they do not modify/add/remove any functionality. - ~~Are there any parts that need more testing?~~ - ~~How can other people (reviewers) test your changes? Is there anything specific they need to know?~~ - ~~If relevant, what platforms did you test these changes on, and are there any important ones you can't test?~~ --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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2 changed files with 5 additions and 3 deletions
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//! Traits and type for interpolating between values.
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use crate::util;
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use bevy_color::{Laba, LinearRgba, Oklaba, Srgba, Xyza};
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use bevy_ecs::world::World;
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//! Animation for the game engine Bevy
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mod animatable;
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mod graph;
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mod transition;
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pub mod animatable;
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pub mod graph;
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pub mod transition;
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mod util;
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use std::cell::RefCell;
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