Struct demo_features::GameMeta 
source · #[repr(C)]pub(crate) struct GameMeta {
    pub(crate) menu_script: Handle<LuaScript>,
    pub(crate) menu_image: Handle<Image>,
    pub(crate) sprite_demo: Handle<Image>,
    pub(crate) atlas_demo: Handle<AtlasDemoMeta>,
    pub(crate) tilemap_demo: Handle<TilemapDemoMeta>,
    pub(crate) audio_demo: Handle<AudioSource>,
    pub(crate) path2d_color: Color,
    pub(crate) localization: Handle<LocalizationAsset>,
    pub(crate) title_font: FontMeta,
    pub(crate) fonts: SVec<Handle<Font>>,
    pub(crate) menu_border: BorderImageMeta,
    pub(crate) button_style: ButtonThemeMeta,
}Expand description
Create our root asset type.
The path to our root asset file is specified in assets/pack.yaml.
Fields§
A lua script that will be run every frame on the menu.
The image displayed on the menu.
sprite_demo: Handle<Image>The image for the sprite demo
atlas_demo: Handle<AtlasDemoMeta>Character information that will be loaded from a separate asset file.
tilemap_demo: Handle<TilemapDemoMeta>The tilemap demo metadata.
audio_demo: Handle<AudioSource>Audio track for the audio demo.
path2d_color: ColorThe color the debug lines in the debug line demo.
localization: Handle<LocalizationAsset>Localization asset
title_font: FontMetaThe font to use for the demo title.
fonts: SVec<Handle<Font>>The list of font files to load for the UI.
The border to use the for main menu.
The style to use for buttons.
Trait Implementations§
source§impl HasSchema for GameMeta
 
impl HasSchema for GameMeta
§fn register_schema()
 
fn register_schema()
Register this schema with the global schema registry. Read more
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fn cast<T>(this: &Self) -> &Twhere
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impl Freeze for GameMeta
impl !RefUnwindSafe for GameMeta
impl Send for GameMeta
impl Sync for GameMeta
impl Unpin for GameMeta
impl !UnwindSafe for GameMeta
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