pub struct Scene {
pub world: World,
}Expand description
A composition of World objects.
To spawn a scene, you can use either:
SceneSpawner::spawn- adding the
SceneRootcomponent to an entity.
Fields§
§world: WorldThe world of the scene, containing its entities and resources.
Implementations§
Source§impl Scene
impl Scene
Sourcepub fn from_dynamic_scene(
dynamic_scene: &DynamicScene,
type_registry: &AppTypeRegistry,
) -> Result<Scene, SceneSpawnError>
pub fn from_dynamic_scene( dynamic_scene: &DynamicScene, type_registry: &AppTypeRegistry, ) -> Result<Scene, SceneSpawnError>
Create a new scene from a given dynamic scene.
Sourcepub fn clone_with(
&self,
type_registry: &AppTypeRegistry,
) -> Result<Scene, SceneSpawnError>
pub fn clone_with( &self, type_registry: &AppTypeRegistry, ) -> Result<Scene, SceneSpawnError>
Clone the scene.
This method will return a SceneSpawnError if a type either is not registered in the
provided AppTypeRegistry or doesn’t reflect the Component trait.
Sourcepub fn write_to_world_with(
&self,
world: &mut World,
entity_map: &mut EntityHashMap<Entity>,
type_registry: &AppTypeRegistry,
) -> Result<(), SceneSpawnError>
pub fn write_to_world_with( &self, world: &mut World, entity_map: &mut EntityHashMap<Entity>, type_registry: &AppTypeRegistry, ) -> Result<(), SceneSpawnError>
Write the entities and their corresponding components to the given world.
This method will return a SceneSpawnError if a type either is not registered in the
provided AppTypeRegistry or doesn’t reflect the Component trait.
Trait Implementations§
Source§impl TypePath for Scene
impl TypePath for Scene
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Source§impl VisitAssetDependencies for Scene
impl VisitAssetDependencies for Scene
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))
impl Asset for Scene
Auto Trait Implementations§
impl !Freeze for Scene
impl !RefUnwindSafe for Scene
impl Send for Scene
impl Sync for Scene
impl Unpin for Scene
impl !UnwindSafe for Scene
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