pub struct BackToState<S> {
pub state: S,
}Expand description
A component for a CameraSpot that defines what state you will go back when at that spot.
Fields§
§state: SThe state to go back to.
Implementations§
Source§impl<S> BackToState<S>
impl<S> BackToState<S>
Trait Implementations§
Source§impl<S> Component for BackToState<S>
impl<S> Component for BackToState<S>
Source§type Storage = TableStorage
type Storage = TableStorage
A marker type indicating the storage type used for this component.
This must be either
TableStorage or SparseStorage.Source§impl<S: Debug> Debug for BackToState<S>
impl<S: Debug> Debug for BackToState<S>
Source§impl<S: Default> Default for BackToState<S>
impl<S: Default> Default for BackToState<S>
Source§fn default() -> BackToState<S>
fn default() -> BackToState<S>
Returns the “default value” for a type. Read more
Auto Trait Implementations§
impl<S> Freeze for BackToState<S>where
S: Freeze,
impl<S> RefUnwindSafe for BackToState<S>where
S: RefUnwindSafe,
impl<S> Send for BackToState<S>where
S: Send,
impl<S> Sync for BackToState<S>where
S: Sync,
impl<S> Unpin for BackToState<S>where
S: Unpin,
impl<S> UnsafeUnpin for BackToState<S>where
S: UnsafeUnpin,
impl<S> UnwindSafe for BackToState<S>where
S: 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<Image>) -> U
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Return the
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fn borrow_mut(&mut self) -> &mut T
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Source§impl<C> Bundle for Cwhere
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impl<C> Bundle for Cwhere
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fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId), )
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fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))
Source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
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Source§impl<T> FromWorld for Twhere
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impl<T> FromWorld for Twhere
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