pub struct WorldManager;Implementations§
Source§impl WorldManager
impl WorldManager
pub fn load_scene(scene_path: &str, mode: LoadSceneMode) -> usize
pub fn set_scene_loaded(f: SelfMutAction<(String, LoadSceneMode), ()>)
pub fn set_active_scene(index: usize) -> usize
pub fn active_world() -> RevelWeak<World>
pub fn dont_destroy_object( arc_game_object: RevelArc<GameObject>, ) -> RevelWeak<GameObject>
pub fn destroy(id: &u64)
pub fn root_game_objects() -> Vec<RevelWeak<GameObject>>
Trait Implementations§
Source§impl DerefMut for WorldManager
impl DerefMut for WorldManager
Auto Trait Implementations§
impl Freeze for WorldManager
impl RefUnwindSafe for WorldManager
impl Send for WorldManager
impl Sync for WorldManager
impl Unpin for WorldManager
impl UnwindSafe for WorldManager
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<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
Source§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
The inverse inclusion map: attempts to construct
self from the equivalent element of its
superset. Read moreSource§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
Checks if
self is actually part of its subset T (and can be converted to it).Source§fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
Use with care! Same as
self.to_subset but without any property checks. Always succeeds.Source§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts
self to the equivalent element of its superset.