
# Objective Bevy seems to want to standardize on "American English" spellings. Not sure if this is laid out anywhere in writing, but see also #15947. While perusing the docs for `typos`, I noticed that it has a `locale` config option and tried it out. ## Solution Switch to `en-us` locale in the `typos` config and run `typos -w` ## Migration Guide The following methods or fields have been renamed from `*dependants*` to `*dependents*`. - `ProcessorAssetInfo::dependants` - `ProcessorAssetInfos::add_dependant` - `ProcessorAssetInfos::non_existent_dependants` - `AssetInfo::dependants_waiting_on_load` - `AssetInfo::dependants_waiting_on_recursive_dep_load` - `AssetInfos::loader_dependants` - `AssetInfos::remove_dependants_and_labels`
38 lines
1.6 KiB
Rust
38 lines
1.6 KiB
Rust
#![expect(deprecated)]
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use crate::Sprite;
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use bevy_ecs::bundle::Bundle;
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use bevy_render::{
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sync_world::SyncToRenderWorld,
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view::{InheritedVisibility, ViewVisibility, Visibility},
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};
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use bevy_transform::components::{GlobalTransform, Transform};
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/// A [`Bundle`] of components for drawing a single sprite from an image.
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///
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/// # Extra behaviors
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///
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/// You may add one or both of the following components to enable additional behaviors:
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/// - [`ImageScaleMode`](crate::ImageScaleMode) to enable either slicing or tiling of the texture
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/// - [`TextureAtlas`](crate::TextureAtlas) to draw a specific section of the texture
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#[derive(Bundle, Clone, Debug, Default)]
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#[deprecated(
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since = "0.15.0",
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note = "Use the `Sprite` component instead. Inserting it will now also insert `Transform` and `Visibility` automatically."
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)]
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pub struct SpriteBundle {
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/// Specifies the rendering properties of the sprite, such as color tint and flip.
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pub sprite: Sprite,
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/// The local transform of the sprite, relative to its parent.
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pub transform: Transform,
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/// The absolute transform of the sprite. This should generally not be written to directly.
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pub global_transform: GlobalTransform,
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/// User indication of whether an entity is visible
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pub visibility: Visibility,
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/// Inherited visibility of an entity.
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pub inherited_visibility: InheritedVisibility,
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/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
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pub view_visibility: ViewVisibility,
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/// Marker component that indicates that its entity needs to be synchronized to the render world
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pub sync: SyncToRenderWorld,
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}
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