pub enum ComponentKind {
Physics,
Collider,
WaymarkScript,
Audio,
Light,
Particle,
Camera,
Trigger,
Animation,
DreamMatter,
FbxAnimation,
Custom,
}Expand description
Component kind — typed categories of attachable game logic. Analogous to Unity MonoBehaviour categories, mapped to Dreamwell’s ESCG backend systems (physics compute, particles, Waymark scripts).
Variants§
Physics
Rigid-body physics (integrates with PhysicsGpu simulation).
Collider
Collision shape (box, sphere, capsule, mesh).
WaymarkScript
Waymark script — event-driven logic from content packs. Properties carry the pack-defined fields (like C# serialized fields).
Audio
Audio source.
Light
Point, spot, or directional light.
Particle
Particle emitter (integrates with PhysicsGpu emitter pool).
Camera
Camera override (when active, replaces scene camera).
Trigger
Trigger volume — fires ESCG events on enter/exit.
Animation
Animation controller (integrates with GpuTweenContext).
DreamMatter
DreamMatter particle attachment — dissolve/materialize particle effect. When attached, the GPU spawns particles from this object’s mesh surface. Properties: emission_rate, lifetime, particle_count, effect_preset.
FbxAnimation
FBX animation source — skeletal animation from imported FBX binary. Properties: fbx_asset_key, clip_name, loop_mode, playback_speed.
Custom
User-defined via Waymark content packs.
Trait Implementations§
Source§impl Clone for ComponentKind
impl Clone for ComponentKind
Source§fn clone(&self) -> ComponentKind
fn clone(&self) -> ComponentKind
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more