usestd::any::Any;pubenumMessage{/// Sent to Components the instant they are attached to a GameObject.
////// This will be the Component's only opportunity to know its own key. If you need this please
/// store the key value.
Start { key:i32},/// Sent to Components every frame, delta_time is the time elapsed since last frame in seconds.
Update { delta_time:f32},/// Sent to all components on a GameObject prior to the GameObject being destroyed.
OnDestroy,/// Sent when this component is removed from the GameObject.
OnDetach,/// Whatever you want it to be! You can send and receive this message type as much as you
/// like, Nitro will never send these.
UserMessage(Box<Any>),}