pub fn update(&mut self) {

        // Check for simulator exit condition and update status accordingly
        if let true = self.check_done() {

            println!("************************** DONE! *******************************");
            self.status = EngineState::Inactive;

        } else {

            // Execute ECS systems
            self.ecs.schedule.execute(&mut self.ecs.world, &mut self.ecs.resources);

        }

    }
/// Execute ECS systems and update Simulation state (World, Resources, etc.)
Execute ECS systems and update Simulation state (World, Resources, etc.)
Execute ECS systems and update Simulation state ( World Resources etc . )
pub fn update(&mut self) {
        // Check for simulator exit condition and update status accordingly
        if let true = self.check_done() {
            println!("************************** DONE! *******************************");
            self.status = EngineState::Inactive;
        } else {
            // Execute ECS systems
            self.ecs.schedule.execute(&mut self.ecs.world, &mut self.ecs.resources);
        }
    }
pub fn update ( & mut self ) { // Check for simulator exit condition and update status accordingly if let true = self . check_done ( ) { println ! ( " " ) ; self . status = EngineState :: Inactive ; } else { // Execute ECS systems self . ecs . schedule . execute ( & mut self . ecs . world , & mut self . ecs . resources ) ; } }
Execute ECS systems and update Simulation state (World, Resources, etc.)
Execute ECS systems and update Simulation state ( World Resources etc . )
&mut self
&mut self