mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
1575481429
# Objective
In the
[`Text`](3442a13d2c/crates/bevy_text/src/text.rs (L18)
)
struct the field is named: `linebreak_behaviour`, the British spelling
of _behavior_.
**Update**, also found:
- `FileDragAndDrop::HoveredFileCancelled`
- `TouchPhase::Cancelled`
- `Touches.just_cancelled`
The majority of all spelling is in the US but when you have a lot of
contributors across the world, sometimes
spelling differences can pop up in APIs such as in this case.
For consistency, I think it would be worth a while to ensure that the
API is persistent.
Some examples:
`from_reflect.rs` has `DefaultBehavior`
TextStyle has `color` and uses the `Color` struct.
In `bevy_input/src/Touch.rs` `TouchPhase::Cancelled` and _canceled_ are
used interchangeably in the documentation
I've found that there is also the same type of discrepancies in the
documentation, though this is a low priority but is worth checking.
**Update**: I've now checked the documentation (See #8291)
## Solution
I've only renamed the inconsistencies that have breaking changes and
documentation pertaining to them. The rest of the documentation will be
changed via #8291.
Do note that the winit API is written with UK spelling, thus this may be
a cause for confusion:
`winit::event::TouchPhase::Cancelled => TouchPhase::Canceled`
`winit::event::WindowEvent::HoveredFileCancelled` -> Related to
`FileDragAndDrop::HoveredFileCanceled`
But I'm hoping to maybe outline other spelling inconsistencies in the
API, and maybe an addition to the contribution guide.
---
## Changelog
- `Text` field `linebreak_behaviour` has been renamed to
`linebreak_behavior`.
- Event `FileDragAndDrop::HoveredFileCancelled` has been renamed to
`HoveredFileCanceled`
- Function `Touches.just_cancelled` has been renamed to
`Touches.just_canceled`
- Event `TouchPhase::Cancelled` has been renamed to
`TouchPhase::Canceled`
## Migration Guide
Update where `linebreak_behaviour` is used to `linebreak_behavior`
Updated the event `FileDragAndDrop::HoveredFileCancelled` where used to
`HoveredFileCanceled`
Update `Touches.just_cancelled` where used as `Touches.just_canceled`
The event `TouchPhase::Cancelled` is now called `TouchPhase::Canceled`
192 lines
6.2 KiB
Rust
192 lines
6.2 KiB
Rust
//! Shows text rendering with moving, rotating and scaling text.
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//!
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//! Note that this uses [`Text2dBundle`] to display text alongside your other entities in a 2D scene.
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//!
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//! For an example on how to render text as part of a user interface, independent from the world
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//! viewport, you may want to look at `2d/contributors.rs` or `ui/text.rs`.
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use bevy::{
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prelude::*,
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sprite::Anchor,
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text::{BreakLineOn, Text2dBounds},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(animate_translation, animate_rotation, animate_scale),
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)
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.run();
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}
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#[derive(Component)]
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struct AnimateTranslation;
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#[derive(Component)]
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struct AnimateRotation;
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#[derive(Component)]
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struct AnimateScale;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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let text_style = TextStyle {
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font: font.clone(),
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font_size: 60.0,
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color: Color::WHITE,
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};
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let text_alignment = TextAlignment::Center;
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// 2d camera
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commands.spawn(Camera2dBundle::default());
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// Demonstrate changing translation
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commands.spawn((
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Text2dBundle {
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text: Text::from_section("translation", text_style.clone())
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.with_alignment(text_alignment),
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..default()
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},
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AnimateTranslation,
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));
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// Demonstrate changing rotation
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commands.spawn((
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Text2dBundle {
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text: Text::from_section("rotation", text_style.clone()).with_alignment(text_alignment),
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..default()
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},
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AnimateRotation,
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));
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// Demonstrate changing scale
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commands.spawn((
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Text2dBundle {
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text: Text::from_section("scale", text_style).with_alignment(text_alignment),
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..default()
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},
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AnimateScale,
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));
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// Demonstrate text wrapping
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let slightly_smaller_text_style = TextStyle {
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font,
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font_size: 42.0,
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color: Color::WHITE,
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};
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let box_size = Vec2::new(300.0, 200.0);
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let box_position = Vec2::new(0.0, -250.0);
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commands
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.spawn(SpriteBundle {
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sprite: Sprite {
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color: Color::rgb(0.25, 0.25, 0.75),
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custom_size: Some(Vec2::new(box_size.x, box_size.y)),
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..default()
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},
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transform: Transform::from_translation(box_position.extend(0.0)),
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..default()
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})
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.with_children(|builder| {
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builder.spawn(Text2dBundle {
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text: Text {
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sections: vec![TextSection::new(
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"this text wraps in the box\n(Unicode linebreaks)",
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slightly_smaller_text_style.clone(),
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)],
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alignment: TextAlignment::Left,
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linebreak_behavior: BreakLineOn::WordBoundary,
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},
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text_2d_bounds: Text2dBounds {
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// Wrap text in the rectangle
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size: box_size,
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},
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// ensure the text is drawn on top of the box
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transform: Transform::from_translation(Vec3::Z),
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..default()
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});
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});
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let other_box_size = Vec2::new(300.0, 200.0);
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let other_box_position = Vec2::new(320.0, -250.0);
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commands
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.spawn(SpriteBundle {
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sprite: Sprite {
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color: Color::rgb(0.20, 0.3, 0.70),
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custom_size: Some(Vec2::new(other_box_size.x, other_box_size.y)),
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..default()
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},
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transform: Transform::from_translation(other_box_position.extend(0.0)),
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..default()
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})
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.with_children(|builder| {
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builder.spawn(Text2dBundle {
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text: Text {
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sections: vec![TextSection::new(
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"this text wraps in the box\n(AnyCharacter linebreaks)",
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slightly_smaller_text_style.clone(),
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)],
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alignment: TextAlignment::Left,
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linebreak_behavior: BreakLineOn::AnyCharacter,
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},
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text_2d_bounds: Text2dBounds {
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// Wrap text in the rectangle
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size: other_box_size,
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},
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// ensure the text is drawn on top of the box
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transform: Transform::from_translation(Vec3::Z),
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..default()
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});
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});
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for (text_anchor, color) in [
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(Anchor::TopLeft, Color::RED),
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(Anchor::TopRight, Color::GREEN),
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(Anchor::BottomRight, Color::BLUE),
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(Anchor::BottomLeft, Color::YELLOW),
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] {
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commands.spawn(Text2dBundle {
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text: Text {
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sections: vec![TextSection::new(
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format!(" Anchor::{text_anchor:?} "),
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TextStyle {
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color,
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..slightly_smaller_text_style.clone()
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},
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)],
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..Default::default()
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},
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transform: Transform::from_translation(250. * Vec3::Y),
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text_anchor,
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..default()
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});
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}
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}
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fn animate_translation(
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time: Res<Time>,
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mut query: Query<&mut Transform, (With<Text>, With<AnimateTranslation>)>,
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) {
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for mut transform in &mut query {
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transform.translation.x = 100.0 * time.elapsed_seconds().sin() - 400.0;
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transform.translation.y = 100.0 * time.elapsed_seconds().cos();
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}
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}
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fn animate_rotation(
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time: Res<Time>,
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mut query: Query<&mut Transform, (With<Text>, With<AnimateRotation>)>,
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) {
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for mut transform in &mut query {
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transform.rotation = Quat::from_rotation_z(time.elapsed_seconds().cos());
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}
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}
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fn animate_scale(
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time: Res<Time>,
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mut query: Query<&mut Transform, (With<Text>, With<AnimateScale>)>,
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) {
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// Consider changing font-size instead of scaling the transform. Scaling a Text2D will scale the
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// rendered quad, resulting in a pixellated look.
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for mut transform in &mut query {
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transform.translation = Vec3::new(400.0, 0.0, 0.0);
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transform.scale = Vec3::splat((time.elapsed_seconds().sin() + 1.1) * 2.0);
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}
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}
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