pub struct SandboxMode {
    gameplay: Box<dyn GameplayState>,
    pub gameplay_mode: GameplayMode,
    pub controls: SandboxControls,
    recalc_unzoomed_agent: Option<Time>,
    last_cs: ColorSchemeChoice,
}

Fields

gameplay: Box<dyn GameplayState>gameplay_mode: GameplayModecontrols: SandboxControlsrecalc_unzoomed_agent: Option<Time>last_cs: ColorSchemeChoice

Implementations

If you don’t need to chain any transitions after the SandboxMode that rely on its resources being loaded, use this. Otherwise, see async_new.

This does not immediately initialize anything (like loading the correct map, instantiating the scenario, etc). That means if you’re chaining this call with other transitions, you probably need to defer running them using finalize.

Assumes that the map and simulation have already been set up, and starts by loading prebaked data.

Trait Implementations

Respond to a UI event, such as input or time passing.

Draw

Before this state is popped or replaced, call this.

Specifies what to draw before draw()

Respond to Transition::Recreate by assuming state in the app has changed, but preserving the State-specific state appropriately. Read more

Auto Trait Implementations

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