Struct YoleckDirective

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pub struct YoleckDirective(/* private fields */);
Expand description

Event that can be sent to control Yoleck’s editor.

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impl YoleckDirective

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pub fn pass_to_entity<T: 'static + Send + Sync>(entity: Entity, data: T) -> Self

Pass data from an external system (usually a ViewPort Editing OverLay) to an entity.

This data can be received using the YoleckPassedData resource. If the data is passed to a knob, it can also be received using the knob handle’s get_passed_data method.

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pub fn set_selected(entity: Option<Entity>) -> Self

Set the entity selected in the Yoleck editor.

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pub fn toggle_selected(entity: Entity) -> Self

Set the entity selected in the Yoleck editor.

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pub fn spawn_entity( level: Entity, type_name: impl ToString, select_created_entity: bool, ) -> SpawnEntityBuilder

Spawn a new entity with pre-populated data.

fn duplicate_example(
    mut ui: ResMut<YoleckUi>,
    mut edit: YoleckEdit<(&YoleckBelongsToLevel, &Vpeol2dPosition), With<Example>>,
    mut writer: EventWriter<YoleckDirective>,
) {
    let Ok((belongs_to_level, position)) = edit.single() else { return };
    if ui.button("Duplicate").clicked() {
        writer.write(
            YoleckDirective::spawn_entity(
                belongs_to_level.level,
                "Example",
                // Automatically select the newly created entity:
                true,
            )
            // Create the new example entity 100 units below the current one:
            .with(Vpeol2dPosition(position.0 - 100.0 * Vec2::Y))
            .into(),
        );
    }
}

Trait Implementations§

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impl Event for YoleckDirective
where Self: Send + Sync + 'static,

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const AUTO_PROPAGATE: bool = false

When true, this event will always attempt to propagate when triggered, without requiring a call to Trigger::propagate.
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type Traversal = ()

The component that describes which Entity to propagate this event to next, when propagation is enabled.
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fn register_component_id(world: &mut World) -> ComponentId

Generates the [ComponentId] for this event type. Read more
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fn component_id(world: &World) -> Option<ComponentId>

Fetches the [ComponentId] for this event type, if it has already been generated. Read more

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where T: 'static + ?Sized,

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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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