Struct game::sandbox::gameplay::tutorial::TutorialState [−][src]
pub struct TutorialState {}Show fields
stages: Vec<Stage>, pub current: TutorialPointer, window_dims: (f64, f64), inspected_bike_lane: bool, inspected_building: bool, inspected_stop_sign: bool, inspected_border: bool, was_paused: bool, num_pauses: usize, following_car: bool, car_parked: bool, prank_done: bool, parking_found: bool, score_delivered: bool, fire_station: BuildingID,
Fields
stages: Vec<Stage>
current: TutorialPointer
window_dims: (f64, f64)
inspected_bike_lane: bool
inspected_building: bool
inspected_stop_sign: bool
inspected_border: bool
was_paused: bool
num_pauses: usize
following_car: bool
car_parked: bool
prank_done: bool
parking_found: bool
score_delivered: bool
fire_station: BuildingID
Implementations
impl TutorialState
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impl TutorialState
[src]fn reset_state(&mut self)
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fn stage(&self) -> &Stage
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fn interaction(&self) -> Task
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fn message(&self) -> Option<&Message>
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fn next(&mut self)
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fn prev(&mut self)
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fn make_top_right(&self, ctx: &mut EventCtx<'_>, edit_map: bool) -> Panel
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fn make_state(
&self,
ctx: &mut EventCtx<'_>,
app: &mut App
) -> Box<dyn GameplayState>
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&self,
ctx: &mut EventCtx<'_>,
app: &mut App
) -> Box<dyn GameplayState>
fn new(ctx: &mut EventCtx<'_>, app: &App) -> TutorialState
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pub fn scenarios_to_prebake(map: &Map) -> Vec<ScenarioGenerator>
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Auto Trait Implementations
impl !RefUnwindSafe for TutorialState
impl !Send for TutorialState
impl !Sync for TutorialState
impl Unpin for TutorialState
impl !UnwindSafe for TutorialState
Blanket Implementations
impl<T> Downcast for T where
T: Any,
impl<T> Downcast for T where
T: Any,
impl<T> Instrument for T
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impl<T> Instrument for T
[src]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> Same<T> for T
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<V, T> VZip<V> for T where
V: MultiLane<T>,
impl<V, T> VZip<V> for T where
V: MultiLane<T>,