Enum game_state_machine::StateTransition [−][src]
A transition from one state to the other.
Generics
- S: State data, the data that is sent to states for them to do their operations.
Variants
Stay in the current state.
End the current state and go to the previous state on the stack, if any. If we Pop the last state, the state machine exits.
Push a new state on the stack.
Pop all states on the stack and insert this one.
Pop all states and exit the state machine.
Auto Trait Implementations
impl<S> !RefUnwindSafe for StateTransition<S>
impl<S> !Send for StateTransition<S>
impl<S> !Sync for StateTransition<S>
impl<S> Unpin for StateTransition<S>
impl<S> !UnwindSafe for StateTransition<S>
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,