Enum bevy_sync::ClientState
source · pub enum ClientState {
ConnectedInitialSync,
Connected,
Connecting,
Disconnected,
}
Variants§
Trait Implementations§
source§impl Clone for ClientState
impl Clone for ClientState
source§fn clone(&self) -> ClientState
fn clone(&self) -> ClientState
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl Debug for ClientState
impl Debug for ClientState
source§impl Default for ClientState
impl Default for ClientState
source§fn default() -> ClientState
fn default() -> ClientState
Returns the “default value” for a type. Read more
source§impl FreelyMutableState for ClientState
impl FreelyMutableState for ClientState
source§fn register_state(schedule: &mut Schedule)
fn register_state(schedule: &mut Schedule)
This function registers all the necessary systems to apply state changes and run transition schedules
source§impl Hash for ClientState
impl Hash for ClientState
source§impl PartialEq for ClientState
impl PartialEq for ClientState
source§fn eq(&self, other: &ClientState) -> bool
fn eq(&self, other: &ClientState) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.source§impl States for ClientState
impl States for ClientState
source§const DEPENDENCY_DEPTH: usize = 1usize
const DEPENDENCY_DEPTH: usize = 1usize
How many other states this state depends on.
Used to help order transitions and de-duplicate
ComputedStates
, as well as prevent cyclical
ComputedState
dependencies.impl Eq for ClientState
impl StructuralPartialEq for ClientState
Auto Trait Implementations§
impl Freeze for ClientState
impl RefUnwindSafe for ClientState
impl Send for ClientState
impl Sync for ClientState
impl Unpin for ClientState
impl UnwindSafe for ClientState
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<GpuImage>) -> U
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
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
source§default unsafe fn clone_to_uninit(&self, dst: *mut T)
default unsafe fn clone_to_uninit(&self, dst: *mut T)
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clone_to_uninit
)source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
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can
then be further downcast
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
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fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
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’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
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’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
key
and return true
if they are equal.source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
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.source§impl<T> Instrument for T
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source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
source§impl<S> StateSet for Swhere
S: InnerStateSet,
impl<S> StateSet for Swhere
S: InnerStateSet,
source§const SET_DEPENDENCY_DEPTH: usize = S::DEPENDENCY_DEPTH
const SET_DEPENDENCY_DEPTH: usize = S::DEPENDENCY_DEPTH
The total
DEPENDENCY_DEPTH
of all
the states that are part of this StateSet
, added together. Read moresource§fn register_computed_state_systems_in_schedule<T>(schedule: &mut Schedule)where
T: ComputedStates<SourceStates = S>,
fn register_computed_state_systems_in_schedule<T>(schedule: &mut Schedule)where
T: ComputedStates<SourceStates = S>,
Sets up the systems needed to compute
T
whenever any State
in this
StateSet
is changed.source§fn register_sub_state_systems_in_schedule<T>(schedule: &mut Schedule)where
T: SubStates<SourceStates = S>,
fn register_sub_state_systems_in_schedule<T>(schedule: &mut Schedule)where
T: SubStates<SourceStates = S>,
Sets up the systems needed to compute whether
T
exists whenever any State
in this
StateSet
is changed.