Enum Behavior

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pub enum Behavior<A> {
Show 14 variants WaitForPressed(Button), WaitForReleased(Button), Wait(f64), WaitForever, Action(A), Fail(Box<Behavior<A>>), AlwaysSucceed(Box<Behavior<A>>), Select(Vec<Behavior<A>>), If(Box<Behavior<A>>, Box<Behavior<A>>, Box<Behavior<A>>), Sequence(Vec<Behavior<A>>), While(Box<Behavior<A>>, Vec<Behavior<A>>), WhenAll(Vec<Behavior<A>>), WhenAny(Vec<Behavior<A>>), After(Vec<Behavior<A>>),
}
Expand description

Describes a behavior.

This is used for more complex event logic. Can also be used for game AI.

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WaitForPressed(Button)

Wait for a button to be pressed.

Returns Success when the button is pressed, otherwise it returns Running.

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WaitForReleased(Button)

Wait for a button to be released.

Returns Success when the button is released, otherwise it returns Running.

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Wait(f64)

Waits an amount of time before continuing.

f64: Time in seconds

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WaitForever

Wait forever.

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Action(A)

A high level description of an action.

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Fail(Box<Behavior<A>>)

Converts Success into Failure and vice versa.

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AlwaysSucceed(Box<Behavior<A>>)

Ignores failures and returns Success.

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Select(Vec<Behavior<A>>)

Runs behaviors one by one until a behavior succeeds.

If a behavior fails it will try the next one. Fails if the last behavior fails. Can be thought of as a short-circuited logical OR gate.

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If(Box<Behavior<A>>, Box<Behavior<A>>, Box<Behavior<A>>)

If(condition, success, failure)

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Sequence(Vec<Behavior<A>>)

Runs behaviors one by one until all succeeded.

The sequence fails if a behavior fails. The sequence succeeds if all the behavior succeeds. Can be thought of as a short-circuited logical AND gate.

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While(Box<Behavior<A>>, Vec<Behavior<A>>)

Loops while conditional behavior is running.

Succeeds if the conditional behavior succeeds. Fails if the conditional behavior fails, or if any behavior in the loop body fails.

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WhenAll(Vec<Behavior<A>>)

Runs all behaviors in parallel until all succeeded.

Succeeds if all behaviors succeed. Fails is any behavior fails.

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WhenAny(Vec<Behavior<A>>)

Runs all behaviors in parallel until one succeeds.

Succeeds if one behavior succeeds. Fails if all behaviors failed.

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After(Vec<Behavior<A>>)

Runs all behaviors in parallel until all succeeds in sequence.

Succeeds if all behaviors succeed, but only if succeeding in sequence. Fails if one behavior fails.

Trait Implementations§

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impl<A: Clone> Clone for Behavior<A>

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fn clone(&self) -> Behavior<A>

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl<'de, A> Deserialize<'de> for Behavior<A>
where A: Deserialize<'de>,

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl<A: PartialEq> PartialEq for Behavior<A>

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fn eq(&self, other: &Behavior<A>) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl<A> Serialize for Behavior<A>
where A: Serialize,

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl<A> StructuralPartialEq for Behavior<A>

Auto Trait Implementations§

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impl<A> Freeze for Behavior<A>
where A: Freeze,

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impl<A> RefUnwindSafe for Behavior<A>
where A: RefUnwindSafe,

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impl<A> Send for Behavior<A>
where A: Send,

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impl<A> Sync for Behavior<A>
where A: Sync,

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impl<A> Unpin for Behavior<A>
where A: Unpin,

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impl<A> UnwindSafe for Behavior<A>
where A: UnwindSafe,

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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> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,