Struct de_menu::multiplayer::MultiplayerStatePlugin

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pub struct MultiplayerStatePlugin;

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impl Clone for MultiplayerStatePlugin

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fn clone(&self) -> MultiplayerStatePlugin

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for MultiplayerStatePlugin

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Hash for MultiplayerStatePlugin

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fn hash<__H: Hasher>(&self, state: &mut __H)

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq for MultiplayerStatePlugin

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fn eq(&self, other: &MultiplayerStatePlugin) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Plugin for MultiplayerStatePlugin

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fn build(&self, app: &mut App)

Configures the [App] to which this plugin is added.
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fn ready(&self, _app: &App) -> bool

Has the plugin finished its setup? This can be useful for plugins that need something asynchronous to happen before they can finish their setup, like the initialization of a renderer. Once the plugin is ready, finish should be called.
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fn finish(&self, _app: &mut App)

Finish adding this plugin to the [App], once all plugins registered are ready. This can be useful for plugins that depends on another plugin asynchronous setup, like the renderer.
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fn cleanup(&self, _app: &mut App)

Runs after all plugins are built and finished, but before the app schedule is executed. This can be useful if you have some resource that other plugins need during their build step, but after build you want to remove it and send it to another thread.
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fn name(&self) -> &str

Configures a name for the [Plugin] which is primarily used for checking plugin uniqueness and debugging.
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fn is_unique(&self) -> bool

If the plugin can be meaningfully instantiated several times in an [App], override this method to return false.
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impl SystemSet for MultiplayerStatePlugin
where Self: 'static + Send + Sync + Clone + Eq + Debug + Hash,

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fn dyn_clone(&self) -> Box<dyn SystemSet>

Clones this SystemSet.
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fn as_dyn_eq(&self) -> &dyn DynEq

Casts this value to a form where it can be compared with other type-erased values.
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fn dyn_hash(&self, state: &mut dyn Hasher)

Feeds this value into the given Hasher.
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fn system_type(&self) -> Option<TypeId>

Returns Some if this system set is a [SystemTypeSet].
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fn is_anonymous(&self) -> bool

Returns true if this system set is an [AnonymousSet].
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fn intern(&self) -> Interned<dyn SystemSet>
where Self: Sized,

Returns an Interned value corresponding to self.
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impl Copy for MultiplayerStatePlugin

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impl Eq for MultiplayerStatePlugin

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impl StructuralPartialEq for MultiplayerStatePlugin

Auto Trait Implementations§

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where T: 'static + ?Sized,

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fn equivalent(&self, key: &K) -> bool

Compare self to key and return true if they are equal.
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