Enum bevy_sync::ServerState
source · pub enum ServerState {
Connected,
Disconnected,
}
Variants§
Trait Implementations§
source§impl Clone for ServerState
impl Clone for ServerState
source§fn clone(&self) -> ServerState
fn clone(&self) -> ServerState
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 ServerState
impl Debug for ServerState
source§impl Default for ServerState
impl Default for ServerState
source§fn default() -> ServerState
fn default() -> ServerState
Returns the “default value” for a type. Read more
source§impl FreelyMutableState for ServerState
impl FreelyMutableState for ServerState
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 ServerState
impl Hash for ServerState
source§impl PartialEq for ServerState
impl PartialEq for ServerState
source§fn eq(&self, other: &ServerState) -> bool
fn eq(&self, other: &ServerState) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.source§impl States for ServerState
impl States for ServerState
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 ServerState
impl StructuralPartialEq for ServerState
Auto Trait Implementations§
impl Freeze for ServerState
impl RefUnwindSafe for ServerState
impl Send for ServerState
impl Sync for ServerState
impl Unpin for ServerState
impl UnwindSafe for ServerState
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
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T
ShaderType
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T: ?Sized,
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T: ?Sized,
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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
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T: Any,
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T: Any,
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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
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source§fn from_world(_world: &mut World) -> T
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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.