pub struct StoryScaffold {Show 29 fields
pub screen: Option<AssetId>,
pub ending: Option<AssetId>,
pub bg: Option<AssetId>,
pub left: Option<AssetId>,
pub center: Option<AssetId>,
pub right: Option<AssetId>,
pub dialog_box: Option<AssetId>,
pub name_label: Option<AssetId>,
pub text_label: Option<AssetId>,
pub option_boxes: Vec<AssetId>,
pub options: Vec<AssetId>,
pub start_label: Option<AssetId>,
pub quit_label: Option<AssetId>,
pub continue_label: Option<AssetId>,
pub title: Option<AssetId>,
pub load_label: Option<AssetId>,
pub pause: Option<AssetId>,
pub settings: Option<AssetId>,
pub settings_label: Option<AssetId>,
pub advance_marker: Option<AssetId>,
pub log_label: Option<AssetId>,
pub auto_label: Option<AssetId>,
pub skip_label: Option<AssetId>,
pub save_label: Option<AssetId>,
pub overlay_dim: Option<AssetId>,
pub backlog_label: Option<AssetId>,
pub slot_title: Option<AssetId>,
pub slot_boxes: Vec<AssetId>,
pub slot_labels: Vec<AssetId>,
}Expand description
Fields§
§screen: Option<AssetId>The stage Screen the story plays inside.
ending: Option<AssetId>The Screen shown when the story ends.
bg: Option<AssetId>Backdrop Sprite.
left: Option<AssetId>Stage-left portrait Sprite.
center: Option<AssetId>Stage-center portrait Sprite.
right: Option<AssetId>Stage-right portrait Sprite.
dialog_box: Option<AssetId>Dialog box backdrop Sprite.
name_label: Option<AssetId>Speaker name-plate TextLabel.
text_label: Option<AssetId>Dialog text TextLabel.
option_boxes: Vec<AssetId>Choice button box Sprites, one per option slot.
options: Vec<AssetId>Choice button TextLabels, one per option slot.
start_label: Option<AssetId>The title screen’s Start TextLabel. The story lays the title menu out at runtime, keeping only the buttons that apply contiguous (Continue and Load appear only when a save exists), so these labels are moved and cleared per the save state on disk.
quit_label: Option<AssetId>The title screen’s Quit TextLabel.
continue_label: Option<AssetId>The title screen’s Continue TextLabel, hidden while no save exists.
title: Option<AssetId>The title screen Screen, returned to when the load overlay is dismissed before play started.
load_label: Option<AssetId>The title screen’s Load TextLabel, hidden while no slot save exists.
pause: Option<AssetId>The pause-menu Screen (the injected Escape overlay), shown over the stage and returned from to the stage. Unset when the world declares no pause menu.
settings: Option<AssetId>The settings-screen entry Screen opened by the pause menu’s and the title screen’s Settings items. Unset when there is no pause menu.
settings_label: Option<AssetId>The title screen’s Settings TextLabel, laid out with the other title buttons and hidden when there is no settings screen.
advance_marker: Option<AssetId>The small pulsing Sprite shown when a fully revealed page waits for input.
log_label: Option<AssetId>Quick-row Log TextLabel (dialogue history toggle).
auto_label: Option<AssetId>Quick-row Auto TextLabel (auto-advance toggle).
skip_label: Option<AssetId>Quick-row Skip TextLabel (fast-forward toggle).
save_label: Option<AssetId>Quick-row Save TextLabel (opens the slot overlay).
overlay_dim: Option<AssetId>Full-canvas dim Sprite behind the backlog and slot overlays.
backlog_label: Option<AssetId>The backlog overlay’s history TextLabel.
slot_title: Option<AssetId>The slot overlay’s heading TextLabel (“Save” / “Load”).
slot_boxes: Vec<AssetId>Slot row box Sprites.
slot_labels: Vec<AssetId>Slot row TextLabels.
Trait Implementations§
Source§impl Clone for StoryScaffold
impl Clone for StoryScaffold
Source§fn clone(&self) -> StoryScaffold
fn clone(&self) -> StoryScaffold
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more