Struct assembly_maps::luz::core::ZoneFile
source · pub struct ZoneFile<P: PathData> {
pub file_version: FileVersion,
pub file_revision: Option<u32>,
pub world_id: WorldID,
pub spawn_point: Option<Placement3D>,
pub scene_refs: Vec<SceneRef>,
pub something: String,
pub map_filename: String,
pub map_name: String,
pub map_description: String,
pub scene_transitions: Option<Vec<SceneTransition>>,
pub path_data: Option<P>,
}Expand description
The data in a luz file
Fields§
§file_version: FileVersionVersion of this file
file_revision: Option<u32>Revision of this file
world_id: WorldIDID of the world described
spawn_point: Option<Placement3D>Spawining placement of the player
scene_refs: Vec<SceneRef>List of scenes
something: StringUnknown
map_filename: StringRelative filename of the map
map_name: StringInternal name of the map
map_description: StringInternal description of the map
scene_transitions: Option<Vec<SceneTransition>>List of transitions
path_data: Option<P>Path data
Implementations§
Trait Implementations§
Auto Trait Implementations§
impl<P> Freeze for ZoneFile<P>where
P: Freeze,
impl<P> RefUnwindSafe for ZoneFile<P>where
P: RefUnwindSafe,
impl<P> Send for ZoneFile<P>where
P: Send,
impl<P> Sync for ZoneFile<P>where
P: Sync,
impl<P> Unpin for ZoneFile<P>where
P: Unpin,
impl<P> UnwindSafe for ZoneFile<P>where
P: UnwindSafe,
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