pub struct YoleckSyncWithEditorState<T>{
pub when_editor: T,
pub when_game: T,
}
Expand description
Sync the game’s state back and forth when the level editor enters and exits playtest mode.
Add this as a plugin. When using it, there is no need to initialize the state with add_state
because YoleckSyncWithEditorState
will initialize it and set its initial value to
when_editor
. This means that the state’s default value should be it’s initial value for
non-editor mode (which is not necessarily when_game
, because the game may start in a menu
state or a loading state)
#[derive(States, Default, Debug, Clone, PartialEq, Eq, Hash)]
enum GameState {
#[default]
Loading,
Game,
Editor,
}
if executable_started_in_editor_mode {
// These two plugins are needed for editor mode:
app.add_plugins(EguiPlugin {
enable_multipass_for_primary_context: true,
});
app.add_plugins(YoleckPluginForEditor);
app.add_plugins(YoleckSyncWithEditorState {
when_editor: GameState::Editor,
when_game: GameState::Game,
});
} else {
// This plugin is needed for game mode:
app.add_plugins(YoleckPluginForGame);
app.init_state::<GameState>();
}
Fields§
§when_editor: T
§when_game: T
Trait Implementations§
Source§impl<T> Plugin for YoleckSyncWithEditorState<T>
impl<T> Plugin for YoleckSyncWithEditorState<T>
§fn ready(&self, _app: &App) -> bool
fn ready(&self, _app: &App) -> bool
Has the plugin finished its setup? This can be useful for plugins that need something
asynchronous to happen before they can finish their setup, like the initialization of a renderer.
Once the plugin is ready,
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fn finish(&self, _app: &mut App)
Finish adding this plugin to the [
App
], once all plugins registered are ready. This can
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but after build you want to remove it and send it to another thread.
Auto Trait Implementations§
impl<T> Freeze for YoleckSyncWithEditorState<T>where
T: Freeze,
impl<T> RefUnwindSafe for YoleckSyncWithEditorState<T>where
T: RefUnwindSafe,
impl<T> Send for YoleckSyncWithEditorState<T>
impl<T> Sync for YoleckSyncWithEditorState<T>
impl<T> Unpin for YoleckSyncWithEditorState<T>where
T: Unpin,
impl<T> UnwindSafe for YoleckSyncWithEditorState<T>where
T: UnwindSafe,
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§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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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.Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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Mutably borrows from an owned value. Read more
§impl<T> Downcast for Twhere
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impl<T> Downcast for Twhere
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§fn into_any(self: Box<T>) -> Box<dyn Any>
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§fn instrument(self, span: Span) -> Instrumented<Self>
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§fn in_current_span(self) -> Instrumented<Self>
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Source§impl<T> IntoEither for T
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Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
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Converts self
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