[−][src]Struct amethyst_test::SequencerState
Push
es each State
onto the Amethyst state stack in reverse order (LIFO).
This implementation does not override the Trans
ition returned by the State
that is pushed
to. Furthermore, it always transitions to the next state in the stack, which means there is no
"opt-out" of going through the stack.
Implementations
impl<T, E> SequencerState<T, E> where
E: Send + Sync + 'static,
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E: Send + Sync + 'static,
Trait Implementations
impl<T, E> Debug for SequencerState<T, E> where
E: Send + Sync + 'static,
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E: Send + Sync + 'static,
impl<T, E> State<T, E> for SequencerState<T, E> where
E: Send + Sync + 'static,
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E: Send + Sync + 'static,
fn update(&mut self, _data: StateData<T>) -> Trans<T, E>
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fn on_start(&mut self, _data: StateData<T>)
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fn on_stop(&mut self, _data: StateData<T>)
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fn on_pause(&mut self, _data: StateData<T>)
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fn on_resume(&mut self, _data: StateData<T>)
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fn handle_event(&mut self, _data: StateData<T>, _event: E) -> Trans<T, E>
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fn fixed_update(&mut self, _data: StateData<T>) -> Trans<T, E>
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fn shadow_fixed_update(&mut self, _data: StateData<T>)
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fn shadow_update(&mut self, _data: StateData<T>)
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Auto Trait Implementations
impl<T, E> !RefUnwindSafe for SequencerState<T, E>
impl<T, E> !Send for SequencerState<T, E>
impl<T, E> !Sync for SequencerState<T, E>
impl<T, E> Unpin for SequencerState<T, E>
impl<T, E> !UnwindSafe for SequencerState<T, E>
Blanket Implementations
impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for S where
D: AdaptFrom<S, Swp, Dwp, T>,
Dwp: WhitePoint,
Swp: WhitePoint,
T: Component + Float,
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D: AdaptFrom<S, Swp, Dwp, T>,
Dwp: WhitePoint,
Swp: WhitePoint,
T: Component + Float,
fn adapt_into_using<M>(self, method: M) -> D where
M: TransformMatrix<Swp, Dwp, T>,
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M: TransformMatrix<Swp, Dwp, T>,
fn adapt_into(self) -> D
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impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Any for T where
T: Any,
T: Any,
fn get_type_id(&self) -> TypeId
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<T> SetParameter for T
fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
T: Parameter<Self>,
T: Parameter<Self>,
impl<T> State<(), StateEvent<StringBindings>> for T where
T: EmptyState,
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T: EmptyState,
fn on_start(&mut self, data: StateData<()>)
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Executed when the game state begins.
fn on_stop(&mut self, data: StateData<()>)
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Executed when the game state exits.
fn on_pause(&mut self, data: StateData<()>)
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Executed when a different game state is pushed onto the stack.
fn on_resume(&mut self, data: StateData<()>)
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Executed when the application returns to this game state once again.
fn handle_event(
&mut self,
data: StateData<()>,
event: StateEvent<StringBindings>
) -> Trans<(), StateEvent<StringBindings>>
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&mut self,
data: StateData<()>,
event: StateEvent<StringBindings>
) -> Trans<(), StateEvent<StringBindings>>
Executed on every frame before updating, for use in reacting to events.
fn fixed_update(
&mut self,
data: StateData<()>
) -> Trans<(), StateEvent<StringBindings>>
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&mut self,
data: StateData<()>
) -> Trans<(), StateEvent<StringBindings>>
Executed repeatedly at stable, predictable intervals (1/60th of a second by default).
fn update(
&mut self,
data: StateData<()>
) -> Trans<(), StateEvent<StringBindings>>
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&mut self,
data: StateData<()>
) -> Trans<(), StateEvent<StringBindings>>
Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit).
fn shadow_fixed_update(&mut self, data: StateData<()>)
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Executed repeatedly at stable, predictable intervals (1/60th of a second by default), even when this is not the active state, as long as this state is on the StateMachine's state-stack.
fn shadow_update(&mut self, data: StateData<()>)
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Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit), even when this is not the active state, as long as this state is on the StateMachine's state-stack.
impl<T> State<GameData<'static, 'static>, StateEvent<StringBindings>> for T where
T: SimpleState,
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T: SimpleState,
fn on_start(&mut self, data: StateData<GameData>)
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Executed when the game state begins.
fn on_stop(&mut self, data: StateData<GameData>)
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Executed when the game state exits.
fn on_pause(&mut self, data: StateData<GameData>)
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Executed when a different game state is pushed onto the stack.
fn on_resume(&mut self, data: StateData<GameData>)
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Executed when the application returns to this game state once again.
fn handle_event(
&mut self,
data: StateData<GameData>,
event: StateEvent<StringBindings>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
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&mut self,
data: StateData<GameData>,
event: StateEvent<StringBindings>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
Executed on every frame before updating, for use in reacting to events.
fn fixed_update(
&mut self,
data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
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&mut self,
data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
Executed repeatedly at stable, predictable intervals (1/60th of a second by default).
fn update(
&mut self,
data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
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&mut self,
data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit).
fn shadow_fixed_update(&mut self, data: StateData<GameData>)
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Executed repeatedly at stable, predictable intervals (1/60th of a second by default), even when this is not the active state, as long as this state is on the StateMachine's state-stack.
fn shadow_update(&mut self, data: StateData<GameData>)
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Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit), even when this is not the active state, as long as this state is on the StateMachine's state-stack.
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
SS: SubsetOf<SP>,
fn to_subset(&self) -> Option<SS>
fn is_in_subset(&self) -> bool
unsafe fn to_subset_unchecked(&self) -> SS
fn from_subset(element: &SS) -> SP
impl<T> Supports<T> for T
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,