pub struct ComponentTypeRegistry {
pub descriptors: HashMap<String, ComponentDescriptor>,
}Expand description
Register a custom component type and serialize game-side state into a scene.
A game that keeps its own data in a second world stores it through these
hooks so save_scene_with and load_scene_with round-trip it alongside
the engine entities.
Engine-side registry of typed-component schemas. Apps register
descriptors at startup via register_component_descriptor; the
editor reads them to render inspector UI for entities whose
SceneEntity::components::game_components contain matching
TypedComponent entries.
Fields§
§descriptors: HashMap<String, ComponentDescriptor>Trait Implementations§
Source§impl Clone for ComponentTypeRegistry
impl Clone for ComponentTypeRegistry
Source§fn clone(&self) -> ComponentTypeRegistry
fn clone(&self) -> ComponentTypeRegistry
Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl Debug for ComponentTypeRegistry
impl Debug for ComponentTypeRegistry
Source§impl Default for ComponentTypeRegistry
impl Default for ComponentTypeRegistry
Source§fn default() -> ComponentTypeRegistry
fn default() -> ComponentTypeRegistry
Returns the “default value” for a type. Read more
Auto Trait Implementations§
impl Freeze for ComponentTypeRegistry
impl RefUnwindSafe for ComponentTypeRegistry
impl Send for ComponentTypeRegistry
impl Sync for ComponentTypeRegistry
impl Unpin for ComponentTypeRegistry
impl UnsafeUnpin for ComponentTypeRegistry
impl UnwindSafe for ComponentTypeRegistry
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