pub struct OptimizeCommute {
top_right: Panel,
person: PersonID,
mode: GameplayMode,
goal: Duration,
time: Time,
done: bool,
trips: Vec<TripID>,
once: bool,
}
Fields§
§top_right: Panel
§person: PersonID
§mode: GameplayMode
§goal: Duration
§time: Time
§done: bool
§trips: Vec<TripID>
§once: bool
Implementations§
Source§impl OptimizeCommute
impl OptimizeCommute
pub fn new_state( ctx: &mut EventCtx<'_>, app: &App, orig_person: OrigPersonID, goal: Duration, ) -> Box<dyn GameplayState>
pub fn cutscene_pt1( ctx: &mut EventCtx<'_>, _: &App, mode: &GameplayMode, ) -> Box<dyn State<App>>
pub fn cutscene_pt2( ctx: &mut EventCtx<'_>, _: &App, mode: &GameplayMode, ) -> Box<dyn State<App>>
Trait Implementations§
Source§impl GameplayState for OptimizeCommute
impl GameplayState for OptimizeCommute
fn event( &mut self, ctx: &mut EventCtx<'_>, app: &mut App, controls: &mut SandboxControls, actions: &mut Actions, ) -> Option<Transition<App>>
fn draw(&self, g: &mut GfxCtx<'_>, _: &App)
fn recreate_panels(&mut self, ctx: &mut EventCtx<'_>, app: &App)
fn on_destroy(&self, _: &mut App)
fn can_move_canvas(&self) -> bool
fn can_examine_objects(&self) -> bool
fn has_common(&self) -> bool
fn has_tool_panel(&self) -> bool
fn has_time_panel(&self) -> bool
fn has_minimap(&self) -> bool
Auto Trait Implementations§
impl Freeze for OptimizeCommute
impl !RefUnwindSafe for OptimizeCommute
impl !Send for OptimizeCommute
impl !Sync for OptimizeCommute
impl Unpin for OptimizeCommute
impl !UnwindSafe for OptimizeCommute
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