Struct bevy_yoleck::prelude::YoleckSyncWithEditorState
source · 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
YoleckSyncWithEditorState
will initialize it and set its initial value towhen_editor
. This means that the state’s default value should be it’s initial value for non-editor mode (which is not necessarilywhen_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,
YoleckPluginForEditor,
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>
source§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,
finish
should be called.source§fn finish(&self, _app: &mut App)
fn finish(&self, _app: &mut App)
Finish adding this plugin to the
App
, once all plugins registered are ready. This can
be useful for plugins that depends on another plugin asynchronous setup, like the renderer.source§fn cleanup(&self, _app: &mut App)
fn cleanup(&self, _app: &mut App)
Runs after all plugins are built and finished, but before the app schedule is executed.
This can be useful if you have some resource that other plugins need during their build step,
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,
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§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> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
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.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.