Struct SceneFile
pub struct SceneFile {
pub entities: Vec<EntityRecord>,
}Expand description
SceneFile/EntityRecord/RenderableAsset/RenderableKind live in libdqg::scene_file
so the standalone runtime player crate can deserialize the exact same scene format without
depending on this (egui/rfd-heavy) editor crate — see the export/compile implementation plan.
The on-disk form of a scene: one of an editor project’s scenes/*.ron files, or one of an
exported game’s res/scenes/*.ron files — both the editor and the runtime player
deserialize this same type. A project can hold more than one (see
editor::Project::list_scenes); which one a game boots into is
[GameManifest::start_scene], and scripts switch between them via scene.change(path)
(see crate::scripting’s ScriptScene/WorldCommand::ChangeScene).
Fields§
§entities: Vec<EntityRecord>Implementations§
Trait Implementations§
§impl<'de> Deserialize<'de> for SceneFile
impl<'de> Deserialize<'de> for SceneFile
§fn deserialize<__D>(
__deserializer: __D,
) -> Result<SceneFile, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(
__deserializer: __D,
) -> Result<SceneFile, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
§impl Serialize for SceneFile
impl Serialize for SceneFile
§fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
Serialize this value into the given Serde serializer. Read more
Auto Trait Implementations§
impl Freeze for SceneFile
impl RefUnwindSafe for SceneFile
impl Send for SceneFile
impl Sync for SceneFile
impl Unpin for SceneFile
impl UnsafeUnpin for SceneFile
impl UnwindSafe for SceneFile
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T: ?Sized,
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T: ?Sized,
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T: Any,
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