pub struct Scripts<D = NoDirective> {
pub table: DialogueTable<D>,
pub parsed: Vec<ParsedScene<D>>,
}Expand description
Every scene of every dialogue file, with where each was written: what checks that need more of the game’s data run on once that is loaded.
Fields§
§table: DialogueTable<D>The scenes, by id.
parsed: Vec<ParsedScene<D>>The scenes as written, in file order.
Trait Implementations§
impl<D: Eq> Eq for Scripts<D>
impl<D: PartialEq> StructuralPartialEq for Scripts<D>
Auto Trait Implementations§
impl<D> Freeze for Scripts<D>
impl<D> RefUnwindSafe for Scripts<D>where
D: RefUnwindSafe,
impl<D> Send for Scripts<D>where
D: Send,
impl<D> Sync for Scripts<D>where
D: Sync,
impl<D> Unpin for Scripts<D>where
D: Unpin,
impl<D> UnsafeUnpin for Scripts<D>
impl<D> UnwindSafe for Scripts<D>where
D: RefUnwindSafe + 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