pub enum ComponentAsset {
Show 78 variants
Window(Window),
GraphicsConfig(GraphicsConfig),
Shader(Shader),
Camera3D(Camera3D),
FrameInput(FrameInput),
Prop(Prop),
RigidBody(RigidBody),
PropBody(PropBody),
Room(Room),
DirectionalLight(DirectionalLight),
PointLight(PointLight),
SpotLight(SpotLight),
RectAreaLight(RectAreaLight),
ProceduralMesh(ProceduralMesh),
Model(Model),
Scene(Scene),
TextLabel(TextLabel),
HitRegion(HitRegion),
File(File),
BlockType(BlockType),
VoxelChunk(VoxelChunk),
InstancedProp(InstancedProp),
PostProcessConfig(PostProcessConfig),
Animation(Animation),
SkeletonPose(SkeletonPose),
StreamingConfig(StreamingConfig),
VoxelWorld(VoxelWorld),
AudioEmitter(AudioEmitter),
Sprite(Sprite),
KeyBinding(KeyBinding),
Screen(Screen),
Decal(Decal),
VolumetricFog(VolumetricFog),
PhysicsJoint(PhysicsJoint),
ParticleEmitter(ParticleEmitter),
WaterSurface(WaterSurface),
SdfVolume(SdfVolume),
GlassPanel(GlassPanel),
LayoutContainer(LayoutContainer),
PhysicsConfig(PhysicsConfig),
FpsCounter(FpsCounter),
StatHud(StatHud),
ScrollPanel(ScrollPanel),
ReflectionProbe(ReflectionProbe),
Transform(Transform),
PropInstance(PropInstance),
MeshRenderer(MeshRenderer),
ModelRenderer(ModelRenderer),
Collider(Collider),
BodyDynamics(BodyDynamics),
Interactable(Interactable),
Pickup(Pickup),
Parent(Parent),
Children(Children),
SceneMember(SceneMember),
GlobalTransform(GlobalTransform),
RenderHandle(RenderHandle),
Held(Held),
Lifetime(Lifetime),
Spawner(Spawner),
DebugHud(DebugHud),
AudioCue(AudioCue),
Story(Story),
AppConfig(AppConfig),
AnimationGraph(AnimationGraph),
AnimationParams(AnimationParams),
CharacterRig(CharacterRig),
GroundProbes(GroundProbes),
CameraProbe(CameraProbe),
TextInput(TextInput),
Behavior(Behavior),
Variables(Variables),
TriggerVolume(TriggerVolume),
Hidden(Hidden),
LoadingOverlay(LoadingOverlay),
AudioOcclusionProbe(AudioOcclusionProbe),
CharacterShape(CharacterShape),
EngineDefaults(EngineDefaults),
}Expand description
A loaded component of any registered type.
Variants§
Window(Window)
GraphicsConfig(GraphicsConfig)
Shader(Shader)
Camera3D(Camera3D)
FrameInput(FrameInput)
Prop(Prop)
RigidBody(RigidBody)
PropBody(PropBody)
Room(Room)
DirectionalLight(DirectionalLight)
PointLight(PointLight)
SpotLight(SpotLight)
RectAreaLight(RectAreaLight)
ProceduralMesh(ProceduralMesh)
Model(Model)
Scene(Scene)
TextLabel(TextLabel)
HitRegion(HitRegion)
File(File)
BlockType(BlockType)
VoxelChunk(VoxelChunk)
InstancedProp(InstancedProp)
PostProcessConfig(PostProcessConfig)
Animation(Animation)
SkeletonPose(SkeletonPose)
StreamingConfig(StreamingConfig)
VoxelWorld(VoxelWorld)
AudioEmitter(AudioEmitter)
Sprite(Sprite)
KeyBinding(KeyBinding)
Screen(Screen)
Decal(Decal)
VolumetricFog(VolumetricFog)
PhysicsJoint(PhysicsJoint)
ParticleEmitter(ParticleEmitter)
WaterSurface(WaterSurface)
SdfVolume(SdfVolume)
GlassPanel(GlassPanel)
LayoutContainer(LayoutContainer)
PhysicsConfig(PhysicsConfig)
FpsCounter(FpsCounter)
StatHud(StatHud)
ScrollPanel(ScrollPanel)
ReflectionProbe(ReflectionProbe)
Transform(Transform)
PropInstance(PropInstance)
MeshRenderer(MeshRenderer)
ModelRenderer(ModelRenderer)
Collider(Collider)
BodyDynamics(BodyDynamics)
Interactable(Interactable)
Pickup(Pickup)
Parent(Parent)
Children(Children)
SceneMember(SceneMember)
GlobalTransform(GlobalTransform)
RenderHandle(RenderHandle)
Held(Held)
Lifetime(Lifetime)
Spawner(Spawner)
DebugHud(DebugHud)
AudioCue(AudioCue)
Story(Story)
AppConfig(AppConfig)
AnimationGraph(AnimationGraph)
AnimationParams(AnimationParams)
CharacterRig(CharacterRig)
GroundProbes(GroundProbes)
CameraProbe(CameraProbe)
TextInput(TextInput)
Behavior(Behavior)
Variables(Variables)
TriggerVolume(TriggerVolume)
Hidden(Hidden)
LoadingOverlay(LoadingOverlay)
AudioOcclusionProbe(AudioOcclusionProbe)
CharacterShape(CharacterShape)
EngineDefaults(EngineDefaults)
Implementations§
Source§impl ComponentAsset
impl ComponentAsset
Sourcepub fn from_baked(def: &BlobAssetDef) -> Result<ComponentAsset, CnResult>
pub fn from_baked(def: &BlobAssetDef) -> Result<ComponentAsset, CnResult>
Reconstruct a component from a blob def: dispatch on the tag and
deserialize the runtime component via Component::from_baked
(every record is baked – cook already ran the asset -> component
translation).
Sourcepub fn inject_locator(&mut self, locator: PayloadLocator)
pub fn inject_locator(&mut self, locator: PayloadLocator)
Inject a payload locator into the component after construction.
Delegates to Component::inject_locator; a no-op for types
that don’t override that method.
Sourcepub fn inject_name(&mut self, id: AssetId)
pub fn inject_name(&mut self, id: AssetId)
Inject the asset’s declared identity after construction.
Delegates to Component::inject_name; a no-op for types that
never look themselves up by id.
Sourcepub fn validated(self, platform: Platform) -> ComponentAsset
pub fn validated(self, platform: Platform) -> ComponentAsset
Apply the component’s registered validation clamps, the ones a
cooked world’s args pass through on their way to the blob.
platform is the shader platform the world is cooked for; a
clamp that resolves a per-backend source reads it. A type
declaring no clamp is returned unchanged.
Sourcepub fn tag(&self) -> ComponentTag
pub fn tag(&self) -> ComponentTag
The tag of the component this value holds.
Trait Implementations§
Source§impl Debug for ComponentAsset
impl Debug for ComponentAsset
Source§impl From<Animation> for ComponentAsset
impl From<Animation> for ComponentAsset
Source§fn from(c: Animation) -> ComponentAsset
fn from(c: Animation) -> ComponentAsset
Source§impl From<AnimationGraph> for ComponentAsset
impl From<AnimationGraph> for ComponentAsset
Source§fn from(c: AnimationGraph) -> ComponentAsset
fn from(c: AnimationGraph) -> ComponentAsset
Source§impl From<AnimationParams> for ComponentAsset
impl From<AnimationParams> for ComponentAsset
Source§fn from(c: AnimationParams) -> ComponentAsset
fn from(c: AnimationParams) -> ComponentAsset
Source§impl From<AppConfig> for ComponentAsset
impl From<AppConfig> for ComponentAsset
Source§fn from(c: AppConfig) -> ComponentAsset
fn from(c: AppConfig) -> ComponentAsset
Source§impl From<AudioCue> for ComponentAsset
impl From<AudioCue> for ComponentAsset
Source§fn from(c: AudioCue) -> ComponentAsset
fn from(c: AudioCue) -> ComponentAsset
Source§impl From<AudioEmitter> for ComponentAsset
impl From<AudioEmitter> for ComponentAsset
Source§fn from(c: AudioEmitter) -> ComponentAsset
fn from(c: AudioEmitter) -> ComponentAsset
Source§impl From<AudioOcclusionProbe> for ComponentAsset
impl From<AudioOcclusionProbe> for ComponentAsset
Source§fn from(c: AudioOcclusionProbe) -> ComponentAsset
fn from(c: AudioOcclusionProbe) -> ComponentAsset
Source§impl From<Behavior> for ComponentAsset
impl From<Behavior> for ComponentAsset
Source§fn from(c: Behavior) -> ComponentAsset
fn from(c: Behavior) -> ComponentAsset
Source§impl From<BlockType> for ComponentAsset
impl From<BlockType> for ComponentAsset
Source§fn from(c: BlockType) -> ComponentAsset
fn from(c: BlockType) -> ComponentAsset
Source§impl From<BodyDynamics> for ComponentAsset
impl From<BodyDynamics> for ComponentAsset
Source§fn from(c: BodyDynamics) -> ComponentAsset
fn from(c: BodyDynamics) -> ComponentAsset
Source§impl From<Camera3D> for ComponentAsset
impl From<Camera3D> for ComponentAsset
Source§fn from(c: Camera3D) -> ComponentAsset
fn from(c: Camera3D) -> ComponentAsset
Source§impl From<CameraProbe> for ComponentAsset
impl From<CameraProbe> for ComponentAsset
Source§fn from(c: CameraProbe) -> ComponentAsset
fn from(c: CameraProbe) -> ComponentAsset
Source§impl From<CharacterRig> for ComponentAsset
impl From<CharacterRig> for ComponentAsset
Source§fn from(c: CharacterRig) -> ComponentAsset
fn from(c: CharacterRig) -> ComponentAsset
Source§impl From<CharacterShape> for ComponentAsset
impl From<CharacterShape> for ComponentAsset
Source§fn from(c: CharacterShape) -> ComponentAsset
fn from(c: CharacterShape) -> ComponentAsset
Source§impl From<Children> for ComponentAsset
impl From<Children> for ComponentAsset
Source§fn from(c: Children) -> ComponentAsset
fn from(c: Children) -> ComponentAsset
Source§impl From<Collider> for ComponentAsset
impl From<Collider> for ComponentAsset
Source§fn from(c: Collider) -> ComponentAsset
fn from(c: Collider) -> ComponentAsset
Source§impl From<DebugHud> for ComponentAsset
impl From<DebugHud> for ComponentAsset
Source§fn from(c: DebugHud) -> ComponentAsset
fn from(c: DebugHud) -> ComponentAsset
Source§impl From<Decal> for ComponentAsset
impl From<Decal> for ComponentAsset
Source§fn from(c: Decal) -> ComponentAsset
fn from(c: Decal) -> ComponentAsset
Source§impl From<DirectionalLight> for ComponentAsset
impl From<DirectionalLight> for ComponentAsset
Source§fn from(c: DirectionalLight) -> ComponentAsset
fn from(c: DirectionalLight) -> ComponentAsset
Source§impl From<EngineDefaults> for ComponentAsset
impl From<EngineDefaults> for ComponentAsset
Source§fn from(c: EngineDefaults) -> ComponentAsset
fn from(c: EngineDefaults) -> ComponentAsset
Source§impl From<File> for ComponentAsset
impl From<File> for ComponentAsset
Source§fn from(c: File) -> ComponentAsset
fn from(c: File) -> ComponentAsset
Source§impl From<FpsCounter> for ComponentAsset
impl From<FpsCounter> for ComponentAsset
Source§fn from(c: FpsCounter) -> ComponentAsset
fn from(c: FpsCounter) -> ComponentAsset
Source§impl From<FrameInput> for ComponentAsset
impl From<FrameInput> for ComponentAsset
Source§fn from(c: FrameInput) -> ComponentAsset
fn from(c: FrameInput) -> ComponentAsset
Source§impl From<GlassPanel> for ComponentAsset
impl From<GlassPanel> for ComponentAsset
Source§fn from(c: GlassPanel) -> ComponentAsset
fn from(c: GlassPanel) -> ComponentAsset
Source§impl From<GlobalTransform> for ComponentAsset
impl From<GlobalTransform> for ComponentAsset
Source§fn from(c: GlobalTransform) -> ComponentAsset
fn from(c: GlobalTransform) -> ComponentAsset
Source§impl From<GraphicsConfig> for ComponentAsset
impl From<GraphicsConfig> for ComponentAsset
Source§fn from(c: GraphicsConfig) -> ComponentAsset
fn from(c: GraphicsConfig) -> ComponentAsset
Source§impl From<GroundProbes> for ComponentAsset
impl From<GroundProbes> for ComponentAsset
Source§fn from(c: GroundProbes) -> ComponentAsset
fn from(c: GroundProbes) -> ComponentAsset
Source§impl From<Held> for ComponentAsset
impl From<Held> for ComponentAsset
Source§fn from(c: Held) -> ComponentAsset
fn from(c: Held) -> ComponentAsset
Source§impl From<Hidden> for ComponentAsset
impl From<Hidden> for ComponentAsset
Source§fn from(c: Hidden) -> ComponentAsset
fn from(c: Hidden) -> ComponentAsset
Source§impl From<HitRegion> for ComponentAsset
impl From<HitRegion> for ComponentAsset
Source§fn from(c: HitRegion) -> ComponentAsset
fn from(c: HitRegion) -> ComponentAsset
Source§impl From<InstancedProp> for ComponentAsset
impl From<InstancedProp> for ComponentAsset
Source§fn from(c: InstancedProp) -> ComponentAsset
fn from(c: InstancedProp) -> ComponentAsset
Source§impl From<Interactable> for ComponentAsset
impl From<Interactable> for ComponentAsset
Source§fn from(c: Interactable) -> ComponentAsset
fn from(c: Interactable) -> ComponentAsset
Source§impl From<KeyBinding> for ComponentAsset
impl From<KeyBinding> for ComponentAsset
Source§fn from(c: KeyBinding) -> ComponentAsset
fn from(c: KeyBinding) -> ComponentAsset
Source§impl From<LayoutContainer> for ComponentAsset
impl From<LayoutContainer> for ComponentAsset
Source§fn from(c: LayoutContainer) -> ComponentAsset
fn from(c: LayoutContainer) -> ComponentAsset
Source§impl From<Lifetime> for ComponentAsset
impl From<Lifetime> for ComponentAsset
Source§fn from(c: Lifetime) -> ComponentAsset
fn from(c: Lifetime) -> ComponentAsset
Source§impl From<LoadingOverlay> for ComponentAsset
impl From<LoadingOverlay> for ComponentAsset
Source§fn from(c: LoadingOverlay) -> ComponentAsset
fn from(c: LoadingOverlay) -> ComponentAsset
Source§impl From<MeshRenderer> for ComponentAsset
impl From<MeshRenderer> for ComponentAsset
Source§fn from(c: MeshRenderer) -> ComponentAsset
fn from(c: MeshRenderer) -> ComponentAsset
Source§impl From<Model> for ComponentAsset
impl From<Model> for ComponentAsset
Source§fn from(c: Model) -> ComponentAsset
fn from(c: Model) -> ComponentAsset
Source§impl From<ModelRenderer> for ComponentAsset
impl From<ModelRenderer> for ComponentAsset
Source§fn from(c: ModelRenderer) -> ComponentAsset
fn from(c: ModelRenderer) -> ComponentAsset
Source§impl From<Parent> for ComponentAsset
impl From<Parent> for ComponentAsset
Source§fn from(c: Parent) -> ComponentAsset
fn from(c: Parent) -> ComponentAsset
Source§impl From<ParticleEmitter> for ComponentAsset
impl From<ParticleEmitter> for ComponentAsset
Source§fn from(c: ParticleEmitter) -> ComponentAsset
fn from(c: ParticleEmitter) -> ComponentAsset
Source§impl From<PhysicsConfig> for ComponentAsset
impl From<PhysicsConfig> for ComponentAsset
Source§fn from(c: PhysicsConfig) -> ComponentAsset
fn from(c: PhysicsConfig) -> ComponentAsset
Source§impl From<PhysicsJoint> for ComponentAsset
impl From<PhysicsJoint> for ComponentAsset
Source§fn from(c: PhysicsJoint) -> ComponentAsset
fn from(c: PhysicsJoint) -> ComponentAsset
Source§impl From<Pickup> for ComponentAsset
impl From<Pickup> for ComponentAsset
Source§fn from(c: Pickup) -> ComponentAsset
fn from(c: Pickup) -> ComponentAsset
Source§impl From<PointLight> for ComponentAsset
impl From<PointLight> for ComponentAsset
Source§fn from(c: PointLight) -> ComponentAsset
fn from(c: PointLight) -> ComponentAsset
Source§impl From<PostProcessConfig> for ComponentAsset
impl From<PostProcessConfig> for ComponentAsset
Source§fn from(c: PostProcessConfig) -> ComponentAsset
fn from(c: PostProcessConfig) -> ComponentAsset
Source§impl From<ProceduralMesh> for ComponentAsset
impl From<ProceduralMesh> for ComponentAsset
Source§fn from(c: ProceduralMesh) -> ComponentAsset
fn from(c: ProceduralMesh) -> ComponentAsset
Source§impl From<Prop> for ComponentAsset
impl From<Prop> for ComponentAsset
Source§fn from(c: Prop) -> ComponentAsset
fn from(c: Prop) -> ComponentAsset
Source§impl From<PropBody> for ComponentAsset
impl From<PropBody> for ComponentAsset
Source§fn from(c: PropBody) -> ComponentAsset
fn from(c: PropBody) -> ComponentAsset
Source§impl From<PropInstance> for ComponentAsset
impl From<PropInstance> for ComponentAsset
Source§fn from(c: PropInstance) -> ComponentAsset
fn from(c: PropInstance) -> ComponentAsset
Source§impl From<RectAreaLight> for ComponentAsset
impl From<RectAreaLight> for ComponentAsset
Source§fn from(c: RectAreaLight) -> ComponentAsset
fn from(c: RectAreaLight) -> ComponentAsset
Source§impl From<ReflectionProbe> for ComponentAsset
impl From<ReflectionProbe> for ComponentAsset
Source§fn from(c: ReflectionProbe) -> ComponentAsset
fn from(c: ReflectionProbe) -> ComponentAsset
Source§impl From<RenderHandle> for ComponentAsset
impl From<RenderHandle> for ComponentAsset
Source§fn from(c: RenderHandle) -> ComponentAsset
fn from(c: RenderHandle) -> ComponentAsset
Source§impl From<RigidBody> for ComponentAsset
impl From<RigidBody> for ComponentAsset
Source§fn from(c: RigidBody) -> ComponentAsset
fn from(c: RigidBody) -> ComponentAsset
Source§impl From<Room> for ComponentAsset
impl From<Room> for ComponentAsset
Source§fn from(c: Room) -> ComponentAsset
fn from(c: Room) -> ComponentAsset
Source§impl From<Scene> for ComponentAsset
impl From<Scene> for ComponentAsset
Source§fn from(c: Scene) -> ComponentAsset
fn from(c: Scene) -> ComponentAsset
Source§impl From<SceneMember> for ComponentAsset
impl From<SceneMember> for ComponentAsset
Source§fn from(c: SceneMember) -> ComponentAsset
fn from(c: SceneMember) -> ComponentAsset
Source§impl From<Screen> for ComponentAsset
impl From<Screen> for ComponentAsset
Source§fn from(c: Screen) -> ComponentAsset
fn from(c: Screen) -> ComponentAsset
Source§impl From<ScrollPanel> for ComponentAsset
impl From<ScrollPanel> for ComponentAsset
Source§fn from(c: ScrollPanel) -> ComponentAsset
fn from(c: ScrollPanel) -> ComponentAsset
Source§impl From<SdfVolume> for ComponentAsset
impl From<SdfVolume> for ComponentAsset
Source§fn from(c: SdfVolume) -> ComponentAsset
fn from(c: SdfVolume) -> ComponentAsset
Source§impl From<Shader> for ComponentAsset
impl From<Shader> for ComponentAsset
Source§fn from(c: Shader) -> ComponentAsset
fn from(c: Shader) -> ComponentAsset
Source§impl From<SkeletonPose> for ComponentAsset
impl From<SkeletonPose> for ComponentAsset
Source§fn from(c: SkeletonPose) -> ComponentAsset
fn from(c: SkeletonPose) -> ComponentAsset
Source§impl From<Spawner> for ComponentAsset
impl From<Spawner> for ComponentAsset
Source§fn from(c: Spawner) -> ComponentAsset
fn from(c: Spawner) -> ComponentAsset
Source§impl From<SpotLight> for ComponentAsset
impl From<SpotLight> for ComponentAsset
Source§fn from(c: SpotLight) -> ComponentAsset
fn from(c: SpotLight) -> ComponentAsset
Source§impl From<Sprite> for ComponentAsset
impl From<Sprite> for ComponentAsset
Source§fn from(c: Sprite) -> ComponentAsset
fn from(c: Sprite) -> ComponentAsset
Source§impl From<StatHud> for ComponentAsset
impl From<StatHud> for ComponentAsset
Source§fn from(c: StatHud) -> ComponentAsset
fn from(c: StatHud) -> ComponentAsset
Source§impl From<Story> for ComponentAsset
impl From<Story> for ComponentAsset
Source§fn from(c: Story) -> ComponentAsset
fn from(c: Story) -> ComponentAsset
Source§impl From<StreamingConfig> for ComponentAsset
impl From<StreamingConfig> for ComponentAsset
Source§fn from(c: StreamingConfig) -> ComponentAsset
fn from(c: StreamingConfig) -> ComponentAsset
Source§impl From<TextInput> for ComponentAsset
impl From<TextInput> for ComponentAsset
Source§fn from(c: TextInput) -> ComponentAsset
fn from(c: TextInput) -> ComponentAsset
Source§impl From<TextLabel> for ComponentAsset
impl From<TextLabel> for ComponentAsset
Source§fn from(c: TextLabel) -> ComponentAsset
fn from(c: TextLabel) -> ComponentAsset
Source§impl From<Transform> for ComponentAsset
impl From<Transform> for ComponentAsset
Source§fn from(c: Transform) -> ComponentAsset
fn from(c: Transform) -> ComponentAsset
Source§impl From<TriggerVolume> for ComponentAsset
impl From<TriggerVolume> for ComponentAsset
Source§fn from(c: TriggerVolume) -> ComponentAsset
fn from(c: TriggerVolume) -> ComponentAsset
Source§impl From<Variables> for ComponentAsset
impl From<Variables> for ComponentAsset
Source§fn from(c: Variables) -> ComponentAsset
fn from(c: Variables) -> ComponentAsset
Source§impl From<VolumetricFog> for ComponentAsset
impl From<VolumetricFog> for ComponentAsset
Source§fn from(c: VolumetricFog) -> ComponentAsset
fn from(c: VolumetricFog) -> ComponentAsset
Source§impl From<VoxelChunk> for ComponentAsset
impl From<VoxelChunk> for ComponentAsset
Source§fn from(c: VoxelChunk) -> ComponentAsset
fn from(c: VoxelChunk) -> ComponentAsset
Source§impl From<VoxelWorld> for ComponentAsset
impl From<VoxelWorld> for ComponentAsset
Source§fn from(c: VoxelWorld) -> ComponentAsset
fn from(c: VoxelWorld) -> ComponentAsset
Source§impl From<WaterSurface> for ComponentAsset
impl From<WaterSurface> for ComponentAsset
Source§fn from(c: WaterSurface) -> ComponentAsset
fn from(c: WaterSurface) -> ComponentAsset
Source§impl From<Window> for ComponentAsset
impl From<Window> for ComponentAsset
Source§fn from(c: Window) -> ComponentAsset
fn from(c: Window) -> ComponentAsset
Auto Trait Implementations§
impl Freeze for ComponentAsset
impl RefUnwindSafe for ComponentAsset
impl Send for ComponentAsset
impl Sync for ComponentAsset
impl Unpin for ComponentAsset
impl UnsafeUnpin for ComponentAsset
impl UnwindSafe for ComponentAsset
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
impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
impl<S, T> Duplex<S> for Twhere
T: FromSample<S> + ToSample<S>,
Source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
Source§impl<T> Instrument for T
impl<T> Instrument for T
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<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more