[][src]Struct game::sandbox::gameplay::tutorial::TutorialState

pub struct TutorialState {
    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: TutorialPointerwindow_dims: (f64, f64)inspected_bike_lane: boolinspected_building: boolinspected_stop_sign: boolinspected_border: boolwas_paused: boolnum_pauses: usizefollowing_car: boolcar_parked: boolprank_done: boolparking_found: boolscore_delivered: boolfire_station: BuildingID

Implementations

impl TutorialState[src]

fn reset_state(&mut self)[src]

fn stage(&self) -> &Stage[src]

fn interaction(&self) -> Task[src]

fn lines(
    &self
) -> Option<&(Vec<String>, HorizontalAlignment, Option<Box<dyn Fn(&GfxCtx<'_>, &App) -> Pt2D>>)>
[src]

fn next(&mut self)[src]

fn prev(&mut self)[src]

fn make_top_right(&self, ctx: &mut EventCtx<'_>, edit_map: bool) -> Panel[src]

fn make_state(
    &self,
    ctx: &mut EventCtx<'_>,
    app: &mut App
) -> Box<dyn GameplayState>
[src]

fn new(ctx: &mut EventCtx<'_>, app: &App) -> TutorialState[src]

pub fn scenarios_to_prebake(map: &Map) -> Vec<ScenarioGenerator>[src]

Auto Trait Implementations

impl !RefUnwindSafe for TutorialState[src]

impl !Send for TutorialState[src]

impl !Sync for TutorialState[src]

impl Unpin for TutorialState[src]

impl !UnwindSafe for TutorialState[src]

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> Downcast for T where
    T: Any

impl<T> From<T> for T[src]

impl<T> Instrument for T[src]

impl<T> Instrument for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> Same<T> for T

type Output = T

Should always be Self

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>,