pub struct InputSequence<Act, I: SystemInput + 'static> {
pub system_id: SystemId<I>,
pub acts: Vec<Act>,
pub time_limit: Option<TimeLimit>,
}Expand description
An input sequence is a series of acts that fires an event when matched with inputs within the given time limit.
InputSequence<KeyChord, ()>, a keychord sequence doesn’t have an input,
but a gamepad InputSequence<GamepadButton, In<Entity>> provides an entity
for the controller the input came from.
Fields§
§system_id: SystemId<I>Event emitted
acts: Vec<Act>Sequence of acts that trigger input sequence
time_limit: Option<TimeLimit>Optional time limit after first match
Implementations§
Source§impl<Act, In> InputSequence<Act, In>
impl<Act, In> InputSequence<Act, In>
Sourcepub fn new<T, C, M>(
system: C,
acts: impl IntoIterator<Item = T>,
) -> InputSequenceBuilder<Act, C::System, In>
pub fn new<T, C, M>( system: C, acts: impl IntoIterator<Item = T>, ) -> InputSequenceBuilder<Act, C::System, In>
Create new input sequence. Not operant until added to an entity.
Trait Implementations§
Source§impl<Act, I: SystemInput + 'static> Component for InputSequence<Act, I>
impl<Act, I: SystemInput + 'static> Component for InputSequence<Act, I>
Source§const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
A constant indicating the storage type used for this component.
Source§type Mutability = Mutable
type Mutability = Mutable
A marker type to assist Bevy with determining if this component is
mutable, or immutable. Mutable components will have
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Registers required components. Read more
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
Source§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
Maps the entities on this component using the given
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§impl<Act: Debug, In: SystemInput + Clone> Debug for InputSequence<Act, In>
impl<Act: Debug, In: SystemInput + Clone> Debug for InputSequence<Act, In>
Source§impl<Act, I> GetTypeRegistration for InputSequence<Act, I>where
InputSequence<Act, I>: Any + Send + Sync,
Act: TypePath,
I: TypePath + SystemInput + 'static,
SystemId<I>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<Act>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
impl<Act, I> GetTypeRegistration for InputSequence<Act, I>where
InputSequence<Act, I>: Any + Send + Sync,
Act: TypePath,
I: TypePath + SystemInput + 'static,
SystemId<I>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<Act>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
Returns the default
TypeRegistration for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Registers other types needed by this type. Read more
Source§impl<Act, I> PartialReflect for InputSequence<Act, I>where
InputSequence<Act, I>: Any + Send + Sync,
Act: TypePath,
I: TypePath + SystemInput + 'static,
SystemId<I>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<Act>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
impl<Act, I> PartialReflect for InputSequence<Act, I>where
InputSequence<Act, I>: Any + Send + Sync,
Act: TypePath,
I: TypePath + SystemInput + 'static,
SystemId<I>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<Act>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
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fn try_apply(&mut self, value: &dyn PartialReflect) -> Result<(), ApplyError>
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Indicates whether or not this type is a dynamic type. Read more
Source§impl<Act, I> Reflect for InputSequence<Act, I>where
InputSequence<Act, I>: Any + Send + Sync,
Act: TypePath,
I: TypePath + SystemInput + 'static,
SystemId<I>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<Act>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
impl<Act, I> Reflect for InputSequence<Act, I>where
InputSequence<Act, I>: Any + Send + Sync,
Act: TypePath,
I: TypePath + SystemInput + 'static,
SystemId<I>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<Act>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
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fn as_any_mut(&mut self) -> &mut dyn Any
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fn as_reflect_mut(&mut self) -> &mut dyn Reflect
Casts this type to a mutable, fully-reflected value.
Source§impl<Act, I> Struct for InputSequence<Act, I>where
InputSequence<Act, I>: Any + Send + Sync,
Act: TypePath,
I: TypePath + SystemInput + 'static,
SystemId<I>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<Act>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
impl<Act, I> Struct for InputSequence<Act, I>where
InputSequence<Act, I>: Any + Send + Sync,
Act: TypePath,
I: TypePath + SystemInput + 'static,
SystemId<I>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<Act>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
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fn field_at(&self, index: usize) -> Option<&dyn PartialReflect>
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index
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fn get_represented_struct_info(&self) -> Option<&'static StructInfo>
Will return
None if TypeInfo is not available.Source§impl<Act, I> TypePath for InputSequence<Act, I>
impl<Act, I> TypePath for InputSequence<Act, I>
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
Returns the fully qualified path of the underlying type. Read more
Source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
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fn type_ident() -> Option<&'static str>
Source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
Source§impl<Act, I> Typed for InputSequence<Act, I>where
InputSequence<Act, I>: Any + Send + Sync,
Act: TypePath,
I: TypePath + SystemInput + 'static,
SystemId<I>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<Act>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
impl<Act, I> Typed for InputSequence<Act, I>where
InputSequence<Act, I>: Any + Send + Sync,
Act: TypePath,
I: TypePath + SystemInput + 'static,
SystemId<I>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec<Act>: PartialReflect + TypePath + MaybeTyped + RegisterForReflection,
Auto Trait Implementations§
impl<Act, I> Freeze for InputSequence<Act, I>
impl<Act, I> RefUnwindSafe for InputSequence<Act, I>where
Act: RefUnwindSafe,
impl<Act, I> Send for InputSequence<Act, I>where
Act: Send,
impl<Act, I> Sync for InputSequence<Act, I>where
Act: Sync,
impl<Act, I> Unpin for InputSequence<Act, I>where
Act: Unpin,
impl<Act, I> UnwindSafe for InputSequence<Act, I>where
Act: UnwindSafe,
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Source§impl<C> Bundle for Cwhere
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impl<C> Bundle for Cwhere
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ids: &mut impl FnMut(Option<ComponentId>),
)
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