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: Panel
person: PersonID
mode: GameplayMode
goal: Duration
time: Time
done: bool
trips: Vec<TripID>
once: bool
Implementations
pub fn new_state(
ctx: &mut EventCtx<'_>,
app: &App,
orig_person: OrigPersonID,
goal: Duration
) -> Box<dyn GameplayState>
pub fn cutscene_pt1(
ctx: &mut EventCtx<'_>,
_: &App,
mode: &GameplayMode
) -> Box<dyn State<App>>
pub fn cutscene_pt2(
ctx: &mut EventCtx<'_>,
_: &App,
mode: &GameplayMode
) -> Box<dyn State<App>>
Trait Implementations
Auto Trait Implementations
impl !RefUnwindSafe for OptimizeCommute
impl !Send for OptimizeCommute
impl !Sync for OptimizeCommute
impl Unpin for OptimizeCommute
impl !UnwindSafe for OptimizeCommute
Blanket Implementations
Mutably borrows from an owned value. Read more
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