Struct bevy::asset::diagnostic::AssetCountDiagnosticsPlugin
pub struct AssetCountDiagnosticsPlugin<T>where
T: Asset,{ /* private fields */ }
Expand description
Adds an asset count diagnostic to an App
for assets of type T
.
Implementations§
§impl<T> AssetCountDiagnosticsPlugin<T>where
T: Asset,
impl<T> AssetCountDiagnosticsPlugin<T>where T: Asset,
pub fn diagnostic_id() -> DiagnosticId
pub fn diagnostic_id() -> DiagnosticId
Gets unique id of this diagnostic.
The diagnostic id is the type uuid of T
.
pub fn setup_system(diagnostics: ResMut<'_, Diagnostics>)
pub fn setup_system(diagnostics: ResMut<'_, Diagnostics>)
Registers the asset count diagnostic for the current application.
pub fn diagnostic_system(
diagnostics: ResMut<'_, Diagnostics>,
assets: Res<'_, Assets<T>>
)
pub fn diagnostic_system( diagnostics: ResMut<'_, Diagnostics>, assets: Res<'_, Assets<T>> )
Updates the asset count of T
assets.
Trait Implementations§
§impl<T> Default for AssetCountDiagnosticsPlugin<T>where
T: Asset,
impl<T> Default for AssetCountDiagnosticsPlugin<T>where T: Asset,
§fn default() -> AssetCountDiagnosticsPlugin<T>
fn default() -> AssetCountDiagnosticsPlugin<T>
Returns the “default value” for a type. Read more
§impl<T> Plugin for AssetCountDiagnosticsPlugin<T>where
T: Asset,
impl<T> Plugin for AssetCountDiagnosticsPlugin<T>where T: Asset,
§fn setup(&self, _app: &mut App)
fn setup(&self, _app: &mut App)
Runs after all plugins are built, but before the app runner is called.
This can be useful if you have some resource that other plugins need during their build step,
but after build you want to remove it and send it to another thread.
Auto Trait Implementations§
impl<T> RefUnwindSafe for AssetCountDiagnosticsPlugin<T>where T: RefUnwindSafe,
impl<T> Send for AssetCountDiagnosticsPlugin<T>
impl<T> Sync for AssetCountDiagnosticsPlugin<T>
impl<T> Unpin for AssetCountDiagnosticsPlugin<T>where T: Unpin,
impl<T> UnwindSafe for AssetCountDiagnosticsPlugin<T>where T: UnwindSafe,
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
§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
exist.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
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fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
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into Rc<ConcreteType>
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implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
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’s vtable from &Trait
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
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) to &Any
. This is needed since Rust cannot
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’s vtable from &mut Trait
’s.§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World