pub struct Priority<State> { /* private fields */ }Expand description
State: state of the entire game.
Implementations§
Source§impl<State> Priority<State>
impl<State> Priority<State>
pub fn new(state: State) -> Self
pub fn state(&self) -> &State
pub fn take_state(self) -> State
pub fn stack<IncitingAction: IncitingActionInfo<State>>( self, inciting_action: IncitingAction, ) -> PriorityStack<State, IncitingAction>
pub fn into_state<NewState>(self) -> Priority<NewState>where
State: Into<NewState>,
Trait Implementations§
Auto Trait Implementations§
impl<State> Freeze for Priority<State>where
State: Freeze,
impl<State> RefUnwindSafe for Priority<State>where
State: RefUnwindSafe,
impl<State> Send for Priority<State>where
State: Send,
impl<State> Sync for Priority<State>where
State: Sync,
impl<State> Unpin for Priority<State>where
State: Unpin,
impl<State> UnwindSafe for Priority<State>where
State: UnwindSafe,
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
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