Struct de_menu::multiplayer::MultiplayerStatePlugin
source · pub struct MultiplayerStatePlugin;
Trait Implementations§
source§impl Clone for MultiplayerStatePlugin
impl Clone for MultiplayerStatePlugin
source§fn clone(&self) -> MultiplayerStatePlugin
fn clone(&self) -> MultiplayerStatePlugin
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl Debug for MultiplayerStatePlugin
impl Debug for MultiplayerStatePlugin
source§impl Hash for MultiplayerStatePlugin
impl Hash for MultiplayerStatePlugin
source§impl PartialEq for MultiplayerStatePlugin
impl PartialEq for MultiplayerStatePlugin
source§fn eq(&self, other: &MultiplayerStatePlugin) -> bool
fn eq(&self, other: &MultiplayerStatePlugin) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.source§impl Plugin for MultiplayerStatePlugin
impl Plugin for MultiplayerStatePlugin
§fn ready(&self, _app: &App) -> bool
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.§fn finish(&self, _app: &mut App)
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.§fn cleanup(&self, _app: &mut App)
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.
source§impl SystemSet for MultiplayerStatePlugin
impl SystemSet for MultiplayerStatePlugin
source§fn as_dyn_eq(&self) -> &dyn DynEq
fn as_dyn_eq(&self) -> &dyn DynEq
Casts this value to a form where it can be compared with other type-erased values.
§fn system_type(&self) -> Option<TypeId>
fn system_type(&self) -> Option<TypeId>
Returns
Some
if this system set is a [SystemTypeSet
].§fn is_anonymous(&self) -> bool
fn is_anonymous(&self) -> bool
Returns
true
if this system set is an [AnonymousSet
].impl Copy for MultiplayerStatePlugin
impl Eq for MultiplayerStatePlugin
impl StructuralPartialEq for MultiplayerStatePlugin
Auto Trait Implementations§
impl Freeze for MultiplayerStatePlugin
impl RefUnwindSafe for MultiplayerStatePlugin
impl Send for MultiplayerStatePlugin
impl Sync for MultiplayerStatePlugin
impl Unpin for MultiplayerStatePlugin
impl UnwindSafe for MultiplayerStatePlugin
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T
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§fn equivalent(&self, key: &K) -> bool
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Compare self to
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and return true
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impl<Q, K> Equivalent<K> for Q
source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
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SystemSet
] type.§impl<S> IntoSystemSetConfigs for Swhere
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. Read more§fn ambiguous_with<M>(
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