Struct game::sandbox::gameplay::commute::OptimizeCommute[][src]

pub struct OptimizeCommute {
    top_right: Panel,
    person: PersonID,
    mode: GameplayMode,
    goal: Duration,
    time: Time,
    done: bool,
    trips: Vec<TripID>,
    once: bool,
}

Fields

top_right: Panelperson: PersonIDmode: GameplayModegoal: Durationtime: Timedone: booltrips: Vec<TripID>once: bool

Implementations

impl OptimizeCommute[src]

pub fn new(
    ctx: &mut EventCtx<'_>,
    app: &App,
    orig_person: OrigPersonID,
    goal: Duration
) -> Box<dyn GameplayState>
[src]

pub fn cutscene_pt1(
    ctx: &mut EventCtx<'_>,
    _: &App,
    mode: &GameplayMode
) -> Box<dyn State<App>>
[src]

pub fn cutscene_pt2(
    ctx: &mut EventCtx<'_>,
    _: &App,
    mode: &GameplayMode
) -> Box<dyn State<App>>
[src]

Trait Implementations

impl GameplayState for OptimizeCommute[src]

Auto Trait Implementations

impl !RefUnwindSafe for OptimizeCommute[src]

impl !Send for OptimizeCommute[src]

impl !Sync for OptimizeCommute[src]

impl Unpin for OptimizeCommute[src]

impl !UnwindSafe for OptimizeCommute[src]

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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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>, 
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impl<T> Same<T> for T

type Output = T

Should always be Self

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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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>,