pub enum YoleckSchedule {
Populate,
LevelLoaded,
OverrideCommonComponents,
}Expand description
Schedules for user code to do the actual entity/level population after Yoleck spawns the level “skeleton”.
Variants§
Populate
This is where user defined populate systems should reside.
Note that populate systems, rather than directly trying to query the entities to be
populated, should use YoleckPopulate:
app.add_systems(YoleckSchedule::Populate, populate_component1);
fn populate_component1(mut populate: YoleckPopulate<&Component1>) {
populate.populate(|_ctx, mut cmd, component1| {
// Add Bevy components derived from `component1` to `cmd`.
});
}LevelLoaded
Right after all the level entities are loaded, but before any populate systems manage to run.
OverrideCommonComponents
Since many bundles add their own transform and visibility components, systems that override them explicitly need to go here.
Trait Implementations§
Source§impl Clone for YoleckSchedule
impl Clone for YoleckSchedule
Source§fn clone(&self) -> YoleckSchedule
fn clone(&self) -> YoleckSchedule
Returns a duplicate of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl Debug for YoleckSchedule
impl Debug for YoleckSchedule
Source§impl Hash for YoleckSchedule
impl Hash for YoleckSchedule
Source§impl PartialEq for YoleckSchedule
impl PartialEq for YoleckSchedule
Source§impl ScheduleLabel for YoleckSchedule
impl ScheduleLabel for YoleckSchedule
impl Eq for YoleckSchedule
impl StructuralPartialEq for YoleckSchedule
Auto Trait Implementations§
impl Freeze for YoleckSchedule
impl RefUnwindSafe for YoleckSchedule
impl Send for YoleckSchedule
impl Sync for YoleckSchedule
impl Unpin for YoleckSchedule
impl UnwindSafe for YoleckSchedule
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
Return the
T [ShaderType] for self. When used in [AsBindGroup]
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> CloneToUninit for Twhere
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impl<T> CloneToUninit for Twhere
T: Clone,
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
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fn into_any(self: Box<T>) -> Box<dyn Any>
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Converts
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Converts
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Converts
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impl<T> DowncastSend for T
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impl<T> DynEq for T
§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
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impl<Q, K> Equivalent<K> for Q
§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Checks if this value is equivalent to the given key. Read more
§impl<T> Identity for Twhere
T: ?Sized,
impl<T> Identity for Twhere
T: ?Sized,
§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
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if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
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impl<T> IntoResult<T> for T
§fn into_result(self) -> Result<T, RunSystemError>
fn into_result(self) -> Result<T, RunSystemError>
Converts this type into the system output type.
§impl<T> TypeData for T
impl<T> TypeData for T
§fn clone_type_data(&self) -> Box<dyn TypeData>
fn clone_type_data(&self) -> Box<dyn TypeData>
Creates a type-erased clone of this value.