pub struct CampfireEventMapper {
    event_history: HashMap<Entity, PreviousEntityState>,
}

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§event_history: HashMap<Entity, PreviousEntityState>

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impl CampfireEventMapper

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pub fn new() -> Self

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fn cleanup(&mut self, player: EcsEntity)

As the player explores the world, we track the last event of the nearby entities to determine the correct SFX item to play next based on their activity. cleanup will remove entities from event tracking if they have not triggered an event for > n seconds. This prevents stale records from bloating the Map size.

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fn should_emit( previous_state: &PreviousEntityState, sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>, ) -> bool

Ensures that:

  1. An sfx.ron entry exists for an SFX event
  2. The sfx has not been played since it’s timeout threshold has elapsed, which prevents firing every tick

Trait Implementations§

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impl EventMapper for CampfireEventMapper

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fn maintain( &mut self, audio: &mut AudioFrontend, state: &State, player_entity: Entity, camera: &Camera, triggers: &SfxTriggers, _terrain: &Terrain<TerrainChunk>, _client: &Client, )

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