Make InstanceInfo private.
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0c953880b3
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@ -36,9 +36,9 @@ pub struct SceneInstanceReady {
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/// Information about a scene instance.
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/// Information about a scene instance.
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#[derive(Debug)]
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#[derive(Debug)]
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pub struct InstanceInfo {
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struct InstanceInfo {
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/// Mapping of entities from the scene world to the instance world.
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/// Mapping of entities from the scene world to the instance world.
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pub entity_map: EntityHashMap<Entity>,
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entity_map: EntityHashMap<Entity>,
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}
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}
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/// Unique id identifying a scene instance.
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/// Unique id identifying a scene instance.
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@ -78,7 +78,7 @@ impl InstanceId {
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pub struct SceneSpawner {
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pub struct SceneSpawner {
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pub(crate) spawned_scenes: HashMap<AssetId<Scene>, HashSet<InstanceId>>,
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pub(crate) spawned_scenes: HashMap<AssetId<Scene>, HashSet<InstanceId>>,
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pub(crate) spawned_dynamic_scenes: HashMap<AssetId<DynamicScene>, HashSet<InstanceId>>,
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pub(crate) spawned_dynamic_scenes: HashMap<AssetId<DynamicScene>, HashSet<InstanceId>>,
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pub(crate) spawned_instances: HashMap<InstanceId, InstanceInfo>,
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spawned_instances: HashMap<InstanceId, InstanceInfo>,
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scene_asset_event_reader: EventCursor<AssetEvent<Scene>>,
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scene_asset_event_reader: EventCursor<AssetEvent<Scene>>,
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dynamic_scene_asset_event_reader: EventCursor<AssetEvent<DynamicScene>>,
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dynamic_scene_asset_event_reader: EventCursor<AssetEvent<DynamicScene>>,
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scenes_to_spawn: Vec<(Handle<Scene>, InstanceId, Option<Entity>)>,
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scenes_to_spawn: Vec<(Handle<Scene>, InstanceId, Option<Entity>)>,
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