pub struct ActionStateDriver<A: Actionlike> {
pub action: A,
pub entity: Entity,
}Expand description
A component that allows the attached entity to drive the ActionState of the associated entity
Examples
By default, update_action_state_from_interaction uses this component
in order to connect bevy::ui buttons to the corresponding ActionState.
use bevy::prelude::*;
use leafwing_input_manager::prelude::*;
#[derive(Actionlike, Clone, Copy)]
enum DanceDance {
Left,
Right,
Up,
Down,
}
// Spawn entity to track dance inputs
let mut world = World::new();
let dance_tracker = world
.spawn()
.insert(ActionState::<DanceDance>::default())
.id();
// Spawn a button, which is wired up to the dance tracker
// When used with InputManagerPlugin<DanceDance>, this button will press the DanceDance::Left action when it is pressed.
world
.spawn()
.insert_bundle(ButtonBundle::default())
// This component links the button to the entity with the `ActionState` component
.insert(ActionStateDriver {
action: DanceDance::Left,
entity: dance_tracker,
});Writing your own systems that use the ActionStateDriver component is easy,
although this should be reserved for cases where the entity whose value you want to check
is distinct from the entity whose ActionState you want to set.
Check the source code of update_action_state_from_interaction for an example of how this is done.
Fields
action: AThe action triggered by this entity
entity: EntityThe entity whose action state should be updated
Trait Implementations
sourceimpl<A: Clone + Actionlike> Clone for ActionStateDriver<A>
impl<A: Clone + Actionlike> Clone for ActionStateDriver<A>
sourcefn clone(&self) -> ActionStateDriver<A>
fn clone(&self) -> ActionStateDriver<A>
Returns a copy of the value. Read more
1.0.0 · sourceconst fn clone_from(&mut self, source: &Self)
const fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moresourceimpl<A: Actionlike> Component for ActionStateDriver<A>where
Self: Send + Sync + 'static,
impl<A: Actionlike> Component for ActionStateDriver<A>where
Self: Send + Sync + 'static,
type Storage = TableStorage
sourceimpl<A: Hash + Actionlike> Hash for ActionStateDriver<A>
impl<A: Hash + Actionlike> Hash for ActionStateDriver<A>
sourceimpl<A: PartialEq + Actionlike> PartialEq<ActionStateDriver<A>> for ActionStateDriver<A>
impl<A: PartialEq + Actionlike> PartialEq<ActionStateDriver<A>> for ActionStateDriver<A>
sourcefn eq(&self, other: &ActionStateDriver<A>) -> bool
fn eq(&self, other: &ActionStateDriver<A>) -> bool
impl<A: Copy + Actionlike> Copy for ActionStateDriver<A>
impl<A: Eq + Actionlike> Eq for ActionStateDriver<A>
impl<A: Actionlike> StructuralEq for ActionStateDriver<A>
impl<A: Actionlike> StructuralPartialEq for ActionStateDriver<A>
Auto Trait Implementations
impl<A> RefUnwindSafe for ActionStateDriver<A>where
A: RefUnwindSafe,
impl<A> Send for ActionStateDriver<A>
impl<A> Sync for ActionStateDriver<A>
impl<A> Unpin for ActionStateDriver<A>where
A: Unpin,
impl<A> UnwindSafe for ActionStateDriver<A>where
A: 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: &HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>
) -> U
fn as_bind_group_shader_type(
&self,
_images: &HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>
) -> U
Return the
T [ShaderType] for self. When used in [AsBindGroup]
derives, it is safe to assume that all images in self exist. Read moresourceimpl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
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. Read morefn 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
further downcast into Rc<ConcreteType> where ConcreteType implements Trait. Read morefn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s. Read morefn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s. Read moreimpl<T> DynHash for Twhere
T: DynEq + Hash,
impl<T> DynHash for Twhere
T: DynEq + Hash,
sourceimpl<Q, K> Equivalent<K> for Qwhere
Q: Eq + ?Sized,
K: Borrow<Q> + ?Sized,
impl<Q, K> Equivalent<K> for Qwhere
Q: Eq + ?Sized,
K: Borrow<Q> + ?Sized,
sourcefn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
key and return true if they are equal.