pub struct State {
pub m_IKOnFeet: bool,
pub m_Motions: Vec<PPtr>,
pub m_Name: String,
pub m_ParentStateMachine: PPtr,
pub m_Position: Vector3f,
pub m_Speed: f32,
pub m_Tag: String,
pub m_CycleOffset: Option<f32>,
pub m_Mirror: Option<bool>,
}Expand description
State is a class of the Unity engine since version 4.0.0. Exert from Unity’s scripting documentation: Serializable structure used to hold the full internal state of the random number generator. See Also: Random.state.
Fields§
§m_IKOnFeet: bool§m_Motions: Vec<PPtr>Vec<PPtr<[Motion]>>: (4.0.0 - 4.7.2)
m_Name: String§m_ParentStateMachine: PPtrPPtr<StateMachine>: (4.0.0 - 4.7.2)
m_Position: Vector3f§m_Speed: f32§m_Tag: String§m_CycleOffset: Option<f32>f32: (4.1.0 - 4.7.2)
m_Mirror: Option<bool>bool: (4.1.0 - 4.7.2)
Trait Implementations§
Source§impl<'de> Deserialize<'de> for State
impl<'de> Deserialize<'de> for State
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
Auto Trait Implementations§
impl Freeze for State
impl RefUnwindSafe for State
impl Send for State
impl Sync for State
impl Unpin for State
impl UnwindSafe for 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