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EngineDefaults

Struct EngineDefaults 

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pub struct EngineDefaults {
    pub hud: bool,
    pub debug_hud: bool,
    pub sky: bool,
    pub story_pause_menu: bool,
    pub loading_overlay: bool,
    pub physics_config: bool,
}
Expand description

Opts a world out of individual engine-injected defaults.

A world is completed at start with the standard components it does not declare itself: the DebugHud with its chip TextLabels and font, the chips and font of a StatHud, the PhysicsConfig a world with physics content simulates on, the LoadingOverlay a streamed world waits behind, and, when an EnvironmentMap is present, the sky mesh that displays it. Declaring a piece yourself keeps the injection from filling that slot; declaring EngineDefaults with a flag set to false removes the whole default.

Two defaults are stated in terms of a MainMenu, which the build expands away, so they are injected by the build instead: the StatHud a menu world drives, and a story world’s pause menu.

EngineDefaults {
    debug_hud: false,
    sky: false,
    ..Default::default()
};

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§hud: bool

Inject the StatHud when the world declares a MainMenu but no StatHud, and fill any declared StatHud’s unset chip labels with chips.

§debug_hud: bool

Inject the DebugHud with its chip labels when the world declares no DebugHud.

§sky: bool

Inject the sky mesh (a skybox mesh, Material, and Prop) when the world has an EnvironmentMap but no skybox mesh. Disable to use an EnvironmentMap for image-based lighting only, with the background left to clear_color or your own geometry.

§story_pause_menu: bool

Inject an Escape-toggled pause MainMenu when the world plays a Story but declares no MainMenu: Resume, Save, Load, a trimmed Settings screen, and Quit to the story’s title. Disable to leave a story with no pause menu, or declare your own MainMenu to replace it.

§loading_overlay: bool

Inject the LoadingOverlay with its screen, backdrop, progress bar, and label when the world declares Scenes and a StreamingConfig but no LoadingOverlay. Disable to jump between scenes with no loading screen while their content streams in.

§physics_config: bool

Inject a PhysicsConfig with the engine’s own values when the world has physics content – a RigidBody, a PropBody, a TriggerVolume, or a SkinnedMesh with a capsule – but declares no PhysicsConfig. Physics runs on those values either way; the injected component is what makes them visible to tooling. Disable to leave them implicit.

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impl Clone for EngineDefaults

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fn clone(&self) -> EngineDefaults

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for EngineDefaults

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const NAME: &'static str = "EngineDefaults"

The registry name a world authors this component under.
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fn from_baked(bytes: &[u8]) -> Result<Self, CnResult>

Reconstruct this component from a blob record, whose bytes are the serialized runtime component (cook already ran the asset -> component translation). The default rejects: runtime-only components are never stored in a blob, so only loadable types provide an implementation.
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fn inject_locator(&mut self, _locator: PayloadLocator)

Called after construction to inject the payload locator from the blob def. Only meaningful for components with a compiled payload. The default implementation does nothing (correct for most components).
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fn inject_name(&mut self, _id: AssetId)

Called after construction to inject the asset’s identity from the blob def. Only meaningful for components that look themselves up by id at runtime. The default implementation does nothing.
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impl ComponentSlot for EngineDefaults

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const DISCRIMINANT: u8

The component type’s stable id, used as its ComponentId.
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fn slot(s: &ComponentStorage) -> &Column<Self>

Borrow this type’s column out of the storage.
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fn slot_mut(s: &mut ComponentStorage) -> &mut Column<Self>

Mutably borrow this type’s column out of the storage.
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impl Debug for EngineDefaults

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for EngineDefaults

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for EngineDefaults

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Eq for EngineDefaults

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impl From<EngineDefaults> for ComponentAsset

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fn from(c: EngineDefaults) -> Self

Converts to this type from the input type.
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impl PartialEq for EngineDefaults

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fn eq(&self, other: &EngineDefaults) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl RuntimeComponent for EngineDefaults

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impl Serialize for EngineDefaults

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for EngineDefaults

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,

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impl<Q, K> Equivalent<K> for Q
where Q: Eq + ?Sized, K: Borrow<Q> + ?Sized,

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fn equivalent(&self, key: &K) -> bool

Compare self to key and return true if they are equal.
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = !

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.