pub struct ResourceInspectorPlugin<T>(_);
Expand description
Plugin displaying an egui window for a single resource.
Remember to insert the resource and call App::register_type
.
use bevy::prelude::*;
use bevy_inspector_egui::prelude::*;
use bevy_inspector_egui::quick::ResourceInspectorPlugin;
// `InspectorOptions` are completely optional
#[derive(Reflect, Resource, Default, InspectorOptions)]
#[reflect(Resource, InspectorOptions)]
struct Configuration {
name: String,
#[inspector(min = 0.0, max = 1.0)]
option: f32,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<Configuration>() // `ResourceInspectorPlugin` won't initialize the resource
.register_type::<Configuration>() // you need to register your type to display it
.add_plugin(ResourceInspectorPlugin::<Configuration>::default())
// also works with built-in resources, as long as they implement `Reflect`
.add_plugin(ResourceInspectorPlugin::<Time>::default())
.run();
}
Implementations§
source§impl<T> ResourceInspectorPlugin<T>
impl<T> ResourceInspectorPlugin<T>
Trait Implementations§
source§impl<T> Default for ResourceInspectorPlugin<T>
impl<T> Default for ResourceInspectorPlugin<T>
Auto Trait Implementations§
impl<T> RefUnwindSafe for ResourceInspectorPlugin<T>
impl<T> Send for ResourceInspectorPlugin<T>
impl<T> Sync for ResourceInspectorPlugin<T>
impl<T> Unpin for ResourceInspectorPlugin<T>
impl<T> UnwindSafe for ResourceInspectorPlugin<T>
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&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T
[ShaderType
] for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
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