pub struct Timeline {
lifespans: Vec<(Shared<GameObjectEntity<Title>>, Vec<(i16, i16)>)>,
latest_event: i16,
events: Vec<(i16, Shared<GameObjectEntity<Character>>, Shared<GameObjectEntity<Title>>, Rc<str>, RealmDifference)>,
}
Expand description
A struct representing the timeline of the game
Fields§
§lifespans: Vec<(Shared<GameObjectEntity<Title>>, Vec<(i16, i16)>)>
§latest_event: i16
§events: Vec<(i16, Shared<GameObjectEntity<Character>>, Shared<GameObjectEntity<Title>>, Rc<str>, RealmDifference)>
Implementations§
Trait Implementations§
Source§impl<'a> From<&'a Timeline> for EntryPoint<'a>
impl<'a> From<&'a Timeline> for EntryPoint<'a>
Source§impl GameObjectDerived for Timeline
impl GameObjectDerived for Timeline
Source§impl Renderable for Timeline
impl Renderable for Timeline
Source§fn get_template() -> &'static str
fn get_template() -> &'static str
Returns the template file name.
This method is used to retrieve the template from the [Environment] object in the Renderer object.
Auto Trait Implementations§
impl Freeze for Timeline
impl !RefUnwindSafe for Timeline
impl !Send for Timeline
impl !Sync for Timeline
impl Unpin for Timeline
impl !UnwindSafe for Timeline
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read more