Struct bevy::ecs::schedule::SystemSetConfig
pub struct SystemSetConfig { /* private fields */ }
Expand description
A SystemSet
with scheduling metadata.
Trait Implementations§
§impl IntoSystemSetConfig for SystemSetConfig
impl IntoSystemSetConfig for SystemSetConfig
§fn in_set(self, set: impl SystemSet) -> SystemSetConfig
fn in_set(self, set: impl SystemSet) -> SystemSetConfig
Add to the provided
set
.§fn in_base_set(self, set: impl SystemSet) -> SystemSetConfig
fn in_base_set(self, set: impl SystemSet) -> SystemSetConfig
Add to the provided “base”
set
. For more information on base sets, see SystemSet::is_base
.§fn in_default_base_set(self) -> SystemSetConfig
fn in_default_base_set(self) -> SystemSetConfig
Add this set to the schedules’s default base set.
§fn before<M>(self, set: impl IntoSystemSet<M>) -> SystemSetConfig
fn before<M>(self, set: impl IntoSystemSet<M>) -> SystemSetConfig
Run before all systems in
set
.§fn after<M>(self, set: impl IntoSystemSet<M>) -> SystemSetConfig
fn after<M>(self, set: impl IntoSystemSet<M>) -> SystemSetConfig
Run after all systems in
set
.§fn run_if<M>(self, condition: impl Condition<M>) -> SystemSetConfig
fn run_if<M>(self, condition: impl Condition<M>) -> SystemSetConfig
§fn ambiguous_with<M>(self, set: impl IntoSystemSet<M>) -> SystemSetConfig
fn ambiguous_with<M>(self, set: impl IntoSystemSet<M>) -> SystemSetConfig
Suppress warnings and errors that would result from systems in this set having ambiguities
(conflicting access but indeterminate order) with systems in
set
.§fn ambiguous_with_all(self) -> SystemSetConfig
fn ambiguous_with_all(self) -> SystemSetConfig
Suppress warnings and errors that would result from systems in this set having ambiguities
(conflicting access but indeterminate order) with any other system.
Auto Trait Implementations§
impl !RefUnwindSafe for SystemSetConfig
impl Send for SystemSetConfig
impl Sync for SystemSetConfig
impl Unpin for SystemSetConfig
impl !UnwindSafe for SystemSetConfig
Blanket Implementations§
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U: ShaderType,
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§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
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T
ShaderType
for self
. When used in AsBindGroup
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T: Any,
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