Struct bevy::diagnostic::EntityCountDiagnosticsPlugin
source · pub struct EntityCountDiagnosticsPlugin;
Expand description
Adds “entity count” diagnostic to an App.
See also
LogDiagnosticsPlugin
to output diagnostics to the console.
Implementations§
source§impl EntityCountDiagnosticsPlugin
impl EntityCountDiagnosticsPlugin
pub const ENTITY_COUNT: DiagnosticPath = _
pub fn diagnostic_system(diagnostics: Diagnostics<'_, '_>, entities: &Entities)
Trait Implementations§
source§impl Default for EntityCountDiagnosticsPlugin
impl Default for EntityCountDiagnosticsPlugin
source§fn default() -> EntityCountDiagnosticsPlugin
fn default() -> EntityCountDiagnosticsPlugin
Returns the “default value” for a type. Read more
source§impl Plugin for EntityCountDiagnosticsPlugin
impl Plugin for EntityCountDiagnosticsPlugin
source§fn ready(&self, _app: &App) -> bool
fn ready(&self, _app: &App) -> bool
Has the plugin finished its setup? This can be useful for plugins that need something
asynchronous to happen before they can finish their setup, like the initialization of a renderer.
Once the plugin is ready,
finish
should be called.source§fn finish(&self, _app: &mut App)
fn finish(&self, _app: &mut App)
Finish adding this plugin to the
App
, once all plugins registered are ready. This can
be useful for plugins that depends on another plugin asynchronous setup, like the renderer.source§fn cleanup(&self, _app: &mut App)
fn cleanup(&self, _app: &mut App)
Runs after all plugins are built and finished, but before the app schedule is executed.
This can be useful if you have some resource that other plugins need during their build step,
but after build you want to remove it and send it to another thread.
Auto Trait Implementations§
impl RefUnwindSafe for EntityCountDiagnosticsPlugin
impl Send for EntityCountDiagnosticsPlugin
impl Sync for EntityCountDiagnosticsPlugin
impl Unpin for EntityCountDiagnosticsPlugin
impl UnwindSafe for EntityCountDiagnosticsPlugin
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
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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
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
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then be further downcast
into Box<ConcreteType>
where ConcreteType
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Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
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where ConcreteType
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fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
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) to &Any
. This is needed since Rust cannot
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World
.