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StoryScaffold

Struct StoryScaffold 

Source
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

The stage scaffolding a Story’s build expansion generated: the Screens, Sprites, and TextLabels the story system mutates page by page.

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§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§

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impl Clone for StoryScaffold

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fn clone(&self) -> StoryScaffold

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 Debug for StoryScaffold

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

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

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fn default() -> StoryScaffold

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

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

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for StoryScaffold

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

Serialize this value into the given Serde serializer. Read more

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