Enum game::sandbox::gameplay::GameplayMode [−][src]
Variants
Freeform(MapName)
PlayScenario(MapName, String, Vec<ScenarioModifier>)
OptimizeCommute(OrigPersonID, Duration)
Tutorial(TutorialPointer)
Implementations
impl GameplayMode
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pub fn map_name(&self) -> MapName
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pub fn scenario(
&self,
app: &App,
rng: XorShiftRng,
timer: &mut Timer<'_>
) -> LoadScenario
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&self,
app: &App,
rng: XorShiftRng,
timer: &mut Timer<'_>
) -> LoadScenario
pub fn can_edit_lanes(&self) -> bool
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pub fn can_edit_stop_signs(&self) -> bool
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pub fn can_jump_to_time(&self) -> bool
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pub fn allows(&self, edits: &MapEdits) -> bool
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pub fn initialize(
&self,
ctx: &mut EventCtx<'_>,
app: &mut App
) -> Box<dyn GameplayState>
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&self,
ctx: &mut EventCtx<'_>,
app: &mut App
) -> Box<dyn GameplayState>
Must be called after the scenario has been setup. The caller will call recreate_panels after this, so each constructor doesn’t need to.
Trait Implementations
impl Clone for GameplayMode
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fn clone(&self) -> GameplayMode
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pub fn clone_from(&mut self, source: &Self)
1.0.0[src]
impl Eq for GameplayMode
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impl Ord for GameplayMode
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fn cmp(&self, other: &GameplayMode) -> Ordering
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#[must_use]pub fn max(self, other: Self) -> Self
1.21.0[src]
#[must_use]pub fn min(self, other: Self) -> Self
1.21.0[src]
#[must_use]pub fn clamp(self, min: Self, max: Self) -> Self
1.50.0[src]
impl PartialEq<GameplayMode> for GameplayMode
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fn eq(&self, other: &GameplayMode) -> bool
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fn ne(&self, other: &GameplayMode) -> bool
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impl PartialOrd<GameplayMode> for GameplayMode
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fn partial_cmp(&self, other: &GameplayMode) -> Option<Ordering>
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#[must_use]pub fn lt(&self, other: &Rhs) -> bool
1.0.0[src]
#[must_use]pub fn le(&self, other: &Rhs) -> bool
1.0.0[src]
#[must_use]pub fn gt(&self, other: &Rhs) -> bool
1.0.0[src]
#[must_use]pub fn ge(&self, other: &Rhs) -> bool
1.0.0[src]
impl StructuralEq for GameplayMode
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impl StructuralPartialEq for GameplayMode
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Auto Trait Implementations
impl RefUnwindSafe for GameplayMode
impl Send for GameplayMode
impl Sync for GameplayMode
impl Unpin for GameplayMode
impl UnwindSafe for GameplayMode
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
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,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> Downcast for T where
T: Any,
T: Any,
pub fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
pub fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
pub fn as_any(&self) -> &(dyn Any + 'static)
pub fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
impl<T> DowncastSync for T where
T: Any + Send + Sync,
T: Any + Send + Sync,
impl<Q, K> Equivalent<K> for Q where
K: Borrow<Q> + ?Sized,
Q: Eq + ?Sized,
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K: Borrow<Q> + ?Sized,
Q: Eq + ?Sized,
pub fn equivalent(&self, key: &K) -> bool
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impl<T> From<T> for T
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impl<T> Instrument for T
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pub fn instrument(self, span: Span) -> Instrumented<Self>
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pub fn in_current_span(self) -> Instrumented<Self>
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impl<T> Instrument for T
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pub fn instrument(self, span: Span) -> Instrumented<Self>
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pub fn in_current_span(self) -> Instrumented<Self>
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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> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn clone_into(&self, target: &mut T)
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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.
pub 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.
pub 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>,