pub struct GameplayStateNode { /* private fields */ }Implementations§
Trait Implementations§
Source§impl AnalysisNode for GameplayStateNode
impl AnalysisNode for GameplayStateNode
type State = GameplayState
fn name(&self) -> &'static str
fn dependencies(&self) -> Vec<AnalysisDependency>
fn evaluate(&mut self, ctx: &AnalysisStateContext<'_>) -> SubtrActorResult<()>
fn state(&self) -> &Self::State
fn on_replay_meta(&mut self, _meta: &ReplayMeta) -> SubtrActorResult<()>
fn finish(&mut self) -> SubtrActorResult<()>
Auto Trait Implementations§
impl Freeze for GameplayStateNode
impl RefUnwindSafe for GameplayStateNode
impl Send for GameplayStateNode
impl Sync for GameplayStateNode
impl Unpin for GameplayStateNode
impl UnsafeUnpin for GameplayStateNode
impl UnwindSafe for GameplayStateNode
Blanket Implementations§
Source§impl<N> AnalysisNodeDyn for Nwhere
N: AnalysisNode,
impl<N> AnalysisNodeDyn for Nwhere
N: AnalysisNode,
fn name(&self) -> &'static str
fn provides_state_type_id(&self) -> TypeId
fn provides_state_type_name(&self) -> &'static str
fn on_replay_meta(&mut self, meta: &ReplayMeta) -> Result<(), SubtrActorError>
fn dependencies(&self) -> Vec<AnalysisDependency>
fn evaluate( &mut self, ctx: &AnalysisStateContext<'_>, ) -> Result<(), SubtrActorError>
fn finish(&mut self) -> Result<(), SubtrActorError>
fn state_any(&self) -> &(dyn Any + 'static)
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