pub enum RoomType {
Combat,
Boss,
Cathedral,
Shop,
Corridor,
None,
}Expand description
Room type for reverb preset selection.
Variants§
Combat
Tight, short reverb for standard combat rooms.
Boss
Long, dramatic reverb for boss arenas.
Cathedral
Cathedral-style reverb with heavy reflections for shrines.
Shop
Medium reverb for shops and crafting stations.
Corridor
Minimal reverb for corridors and hallways.
None
No reverb (outdoor, void).
Trait Implementations§
impl Copy for RoomType
impl Eq for RoomType
impl StructuralPartialEq for RoomType
Auto Trait Implementations§
impl Freeze for RoomType
impl RefUnwindSafe for RoomType
impl Send for RoomType
impl Sync for RoomType
impl Unpin for RoomType
impl UnsafeUnpin for RoomType
impl UnwindSafe for RoomType
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
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
Source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
Source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
key and return true if they are equal.