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Progress

Struct Progress 

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pub struct Progress { /* private fields */ }
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Kept as one set of names per list rather than one set of kind:name keys: the stage list asks after every tile every frame, and a key built for each lookup was a hundred-odd allocations a frame on a screen where nothing moves.

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impl Progress

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pub fn is_cleared(&self, kind: CampaignKind, name: &str) -> bool

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pub fn mark(&mut self, kind: CampaignKind, name: &str) -> bool

Records a clear; true when this was the first time.

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pub fn cleared_count(&self) -> usize

How many stages are cleared, over both lists.

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pub fn clear_all(&mut self)

Forget every cleared stage, both lists at once: they share this one record, and half a reset would leave Beach Day open on a beach the player just asked to start over.

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pub fn unlocked(&self, campaign: &Campaign, index: usize) -> bool

The classic rule: the first stage is always open, so is any stage you have already cleared, so is the one right after a cleared stage. Player-made levels sit past the built-ins and are never locked: they are yours, and the editor plays them anyway.

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pub fn cleared_in(&self, campaign: &Campaign, range: Range<usize>) -> usize

How many of this list’s stages are cleared, over one shelf of it. The stage select counts the shipped campaign and the player’s own levels separately: they are two lists on one screen, and one bar over both of them measured nothing in particular.

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pub fn furthest_open(&self, campaign: &Campaign) -> usize

The furthest stage that is open to play, for resuming the list.

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pub fn to_text(&self) -> String

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pub fn parse(text: &str) -> Progress

Lenient parse, in the style of the other save files: anything that is not a cleared: line naming a list this build has is ignored rather than fatal.

Trait Implementations§

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impl Component for Progress
where Self: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::SparseSet

A constant indicating the storage type used for this component.
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type Mutability = Mutable

A marker type to assist Bevy with determining if this component is mutable, or immutable. Mutable components will have Component<Mutability = Mutable>, while immutable components will instead have Component<Mutability = Immutable>. Read more
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fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )

Registers required components. Read more
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fn clone_behavior() -> ComponentCloneBehavior

Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
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fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>

Returns ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read more
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fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_add ComponentHook for this Component if one is defined.
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_insert ComponentHook for this Component if one is defined.
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fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_discard ComponentHook for this Component if one is defined.
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_remove ComponentHook for this Component if one is defined.
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_despawn ComponentHook for this Component if one is defined.
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)
where E: EntityMapper,

Maps the entities on this component using the given EntityMapper. This is used to remap entities in contexts like scenes and entity cloning. When deriving Component, this is populated by annotating fields containing entities with #[entities] Read more
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impl Default for Progress

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fn default() -> Progress

Returns the “default value” for a type. Read more
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impl Resource for Progress
where Self: Send + Sync + 'static,

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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fn borrow_mut(&mut self) -> &mut T

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impl<C> Bundle for C
where C: Component,

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fn component_ids( components: &mut ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>

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fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>

Return a iterator over this Bundle’s component ids. This will be None if the component has not been registered.
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impl<C> BundleFromComponents for C
where C: Component,

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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
where F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a>, C: Sized,

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impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
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Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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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.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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type Effect = ()

An operation on the entity that happens after inserting this bundle.
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unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect

Moves the components out of the bundle. Read more
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unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )

Applies the after-effects of spawning this bundle. Read more
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fn from_sample_(s: S) -> S

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fn from_world(_world: &mut World) -> T

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type Type = T

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