pub enum YoleckEditorState {
EditorActive,
GameActive,
}
Expand description
Whether or not the Yoleck editor is active.
Variants§
EditorActive
Editor mode. The editor is active and can be used to edit entities.
GameActive
Game mode. Either the actual game or playtest from the editor mode.
Trait Implementations§
Source§impl Clone for YoleckEditorState
impl Clone for YoleckEditorState
Source§fn clone(&self) -> YoleckEditorState
fn clone(&self) -> YoleckEditorState
Returns a copy 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 YoleckEditorState
impl Debug for YoleckEditorState
Source§impl Default for YoleckEditorState
impl Default for YoleckEditorState
Source§fn default() -> YoleckEditorState
fn default() -> YoleckEditorState
Returns the “default value” for a type. Read more
Source§impl FreelyMutableState for YoleckEditorState
impl FreelyMutableState for YoleckEditorState
§fn register_state(schedule: &mut Schedule)
fn register_state(schedule: &mut Schedule)
This function registers all the necessary systems to apply state changes and run transition schedules
Source§impl Hash for YoleckEditorState
impl Hash for YoleckEditorState
Source§impl PartialEq for YoleckEditorState
impl PartialEq for YoleckEditorState
Source§impl States for YoleckEditorState
impl States for YoleckEditorState
Source§const SCOPED_ENTITIES_ENABLED: bool = false
const SCOPED_ENTITIES_ENABLED: bool = false
Should
StateScoped
be enabled for this state? If set to true
,
the StateScoped
component will be used to remove entities when changing state.§const DEPENDENCY_DEPTH: usize = 1usize
const DEPENDENCY_DEPTH: usize = 1usize
How many other states this state depends on.
Used to help order transitions and de-duplicate
ComputedStates
, as well as prevent cyclical
ComputedState
dependencies.impl Copy for YoleckEditorState
impl Eq for YoleckEditorState
impl StructuralPartialEq for YoleckEditorState
Auto Trait Implementations§
impl Freeze for YoleckEditorState
impl RefUnwindSafe for YoleckEditorState
impl Send for YoleckEditorState
impl Sync for YoleckEditorState
impl Unpin for YoleckEditorState
impl UnwindSafe for YoleckEditorState
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
]
derives, it is safe to assume that all images in self
exist.Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Converts
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
, which can then be
downcast
into Box<dyn ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Converts
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
, which can then be further
downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Converts
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Converts
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.§impl<T> DowncastSend for T
impl<T> DowncastSend for T
§impl<T> DynEq for T
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
key
and return true
if they are equal.§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates Self
using default()
.
§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>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read more§impl<S> StateSet for Swhere
S: InnerStateSet,
impl<S> StateSet for Swhere
S: InnerStateSet,
§const SET_DEPENDENCY_DEPTH: usize = S::DEPENDENCY_DEPTH
const SET_DEPENDENCY_DEPTH: usize = S::DEPENDENCY_DEPTH
The total
DEPENDENCY_DEPTH
of all
the states that are part of this [StateSet
], added together. Read more§fn register_computed_state_systems_in_schedule<T>(schedule: &mut Schedule)where
T: ComputedStates<SourceStates = S>,
fn register_computed_state_systems_in_schedule<T>(schedule: &mut Schedule)where
T: ComputedStates<SourceStates = S>,
Sets up the systems needed to compute
T
whenever any State
in this
StateSet
is changed.§fn register_sub_state_systems_in_schedule<T>(schedule: &mut Schedule)where
T: SubStates<SourceStates = S>,
fn register_sub_state_systems_in_schedule<T>(schedule: &mut Schedule)where
T: SubStates<SourceStates = S>,
Sets up the systems needed to compute whether
T
exists whenever any State
in this
StateSet
is changed.