Enum bevy_yoleck::prelude::YoleckEditorState

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pub enum YoleckEditorState {
    EditorActive,
    GameActive,
}
Expand description

Whether or not the Yoleck editor is active.

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EditorActive

Editor mode. The editor is active and can be used to edit entities.

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GameActive

Game mode. Either the actual game or playtest from the editor mode.

Trait Implementations§

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impl Clone for YoleckEditorState

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fn clone(&self) -> YoleckEditorState

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for YoleckEditorState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for YoleckEditorState

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fn default() -> YoleckEditorState

Returns the “default value” for a type. Read more
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impl FreelyMutableState for YoleckEditorState

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fn register_state(schedule: &mut Schedule)

This function registers all the necessary systems to apply state changes and run transition schedules
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impl Hash for YoleckEditorState

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fn hash<__H: Hasher>(&self, state: &mut __H)

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq for YoleckEditorState

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fn eq(&self, other: &YoleckEditorState) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl States for YoleckEditorState

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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.
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impl Copy for YoleckEditorState

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impl Eq for YoleckEditorState

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impl StructuralPartialEq for YoleckEditorState

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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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.
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where T: ?Sized,

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fn borrow(&self) -> &T

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fn borrow_mut(&mut self) -> &mut T

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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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where T: Any + Send + Sync,

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Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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where T: Any + Eq,

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fn as_any(&self) -> &(dyn Any + 'static)

Casts the type to dyn Any.
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fn dyn_eq(&self, other: &(dyn DynEq + 'static)) -> bool

This method tests for self and other values to be equal. Read more
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impl<T> DynHash for T
where T: DynEq + Hash,

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fn as_dyn_eq(&self) -> &(dyn DynEq + 'static)

Casts the type to dyn Any.
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fn dyn_hash(&self, state: &mut dyn Hasher)

Feeds this value into the given Hasher.
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impl<Q, K> Equivalent<K> for Q
where Q: Eq + ?Sized, K: Borrow<Q> + ?Sized,

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fn equivalent(&self, key: &K) -> bool

Checks if this value is equivalent to the given key. Read more
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impl<Q, K> Equivalent<K> for Q
where Q: Eq + ?Sized, K: Borrow<Q> + ?Sized,

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fn equivalent(&self, key: &K) -> bool

Compare self to key and return true if they are equal.
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> FromWorld for T
where T: Default,

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fn from_world(_world: &mut World) -> T

Creates Self using data from the given World.
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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<S> StateSet for S
where S: InnerStateSet,

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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
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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.
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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.
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where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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Creates owned data from borrowed data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
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type Error = Infallible

The type returned in the event of a conversion error.
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Performs the conversion.
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type Error = <U as TryFrom<T>>::Error

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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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where T: 'static + Send + Sync + Clone,

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fn upcast(&self) -> Option<&T>

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where S: Into<Dispatch>,

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