[−][src]Struct genie_scx::TribeScen
Embeddable scenario data. This includes all scenario settings, but not map data, triggers, and placed objects.
The game saves this structure in scenario files, and also in saved and recorded game files.
Implementations
impl TribeScen
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pub fn read_from(input: impl Read) -> Result<Self>
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Read scenario data from an input stream.
pub fn write_to(
&self,
output: impl Write,
version: f32,
num_triggers: u32
) -> Result<()>
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&self,
output: impl Write,
version: f32,
num_triggers: u32
) -> Result<()>
Write scenario data to an output stream.
pub fn version(&self) -> f32
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pub fn description(&self) -> Option<&str>
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Trait Implementations
Auto Trait Implementations
impl RefUnwindSafe for TribeScen
impl Send for TribeScen
impl Sync for TribeScen
impl Unpin for TribeScen
impl UnwindSafe for TribeScen
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,
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> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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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.
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>,