Struct bevy_scene_hook::HookedSceneState
source · pub struct HookedSceneState<'w, 's, M: Component> { /* private fields */ }Expand description
Convenience parameter to query if a scene marked with M has been loaded.
Implementations§
Trait Implementations§
source§impl<'w, 's, M: Component> SystemParam for HookedSceneState<'w, 's, M>
impl<'w, 's, M: Component> SystemParam for HookedSceneState<'w, 's, M>
§type State = FetchState<'static, 'static, M>
type State = FetchState<'static, 'static, M>
Used to store data which persists across invocations of a system.
§type Item<'_w, '_s> = HookedSceneState<'_w, '_s, M>
type Item<'_w, '_s> = HookedSceneState<'_w, '_s, M>
The item type returned when constructing this system param.
The value of this associated type should be
Self, instantiated with new lifetimes. Read moresource§fn init_state(world: &mut World, system_meta: &mut SystemMeta) -> Self::State
fn init_state(world: &mut World, system_meta: &mut SystemMeta) -> Self::State
Registers any [
World] access used by this [SystemParam]
and creates a new instance of this param’s State.source§fn new_archetype(
state: &mut Self::State,
archetype: &Archetype,
system_meta: &mut SystemMeta
)
fn new_archetype( state: &mut Self::State, archetype: &Archetype, system_meta: &mut SystemMeta )
For the specified [
Archetype], registers the components accessed by this [SystemParam] (if applicable).source§fn apply(state: &mut Self::State, system_meta: &SystemMeta, world: &mut World)
fn apply(state: &mut Self::State, system_meta: &SystemMeta, world: &mut World)
Applies any deferred mutations stored in this [
SystemParam]’s state.
This is used to apply Commands during apply_system_buffers.impl<'w, 's, M: Component> ReadOnlySystemParam for HookedSceneState<'w, 's, M>where Query<'w, 's, (), (With<M>, With<SceneHooked>)>: ReadOnlySystemParam,
Auto Trait Implementations§
impl<'w, 's, M> !RefUnwindSafe for HookedSceneState<'w, 's, M>
impl<'w, 's, M> Send for HookedSceneState<'w, 's, M>
impl<'w, 's, M> Sync for HookedSceneState<'w, 's, M>
impl<'w, 's, M> Unpin for HookedSceneState<'w, 's, M>
impl<'w, 's, M> !UnwindSafe for HookedSceneState<'w, 's, M>
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T [ShaderType] for self. When used in [AsBindGroup]
derives, it is safe to assume that all images in self exist.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
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.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.§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.§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.