Struct micro_games_kit::character::Character
source · pub struct Character<State: GameObject> {
pub state: Managed<State>,
/* private fields */
}Fields§
§state: Managed<State>Implementations§
source§impl<State: GameObject> Character<State>
impl<State: GameObject> Character<State>
pub fn new( state: State, task: impl Task<CharacterMemory<State>> + 'static, controller: CharacterController<State> ) -> Self
pub fn activated(self, context: &mut GameContext<'_>) -> Self
Trait Implementations§
source§impl<State: GameObject> GameObject for Character<State>
impl<State: GameObject> GameObject for Character<State>
fn activate(&mut self, context: &mut GameContext<'_>)
fn deactivate(&mut self, context: &mut GameContext<'_>)
fn update(&mut self, context: &mut GameContext<'_>, delta_time: f32)
fn draw(&mut self, context: &mut GameContext<'_>)
Auto Trait Implementations§
impl<State> !RefUnwindSafe for Character<State>
impl<State> Send for Character<State>where
State: Send,
impl<State> Sync for Character<State>where
State: Sync,
impl<State> Unpin for Character<State>where
State: Unpin,
impl<State> !UnwindSafe for Character<State>
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more