Struct veloren_voxygen::session::SessionState

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pub struct SessionState {
Show 24 fields scene: Scene, pub(crate) client: Rc<RefCell<Client>>, metadata: UpdateCharacterMetadata, pub(crate) hud: Hud, key_state: KeyState, inputs: ControllerInputs, inputs_state: HashSet<GameInput>, selected_block: Block, walk_forward_dir: Vec2<f32>, walk_right_dir: Vec2<f32>, free_look: bool, auto_walk: bool, walking_speed: bool, camera_clamp: bool, zoom_lock: bool, is_aiming: bool, pub(crate) target_entity: Option<Entity>, pub(crate) selected_entity: Option<(Entity, Instant)>, pub(crate) viewpoint_entity: Option<Entity>, interactable: Option<Interactable>, mumble_link: SharedLink, hitboxes: HashMap<Entity, DebugShapeId>, lines: PlayerDebugLines, tracks: HashMap<Vec2<i32>, Vec<DebugShapeId>>,
}

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§scene: Scene§client: Rc<RefCell<Client>>§metadata: UpdateCharacterMetadata§hud: Hud§key_state: KeyState§inputs: ControllerInputs§inputs_state: HashSet<GameInput>§selected_block: Block§walk_forward_dir: Vec2<f32>§walk_right_dir: Vec2<f32>§free_look: bool§auto_walk: bool§walking_speed: bool§camera_clamp: bool§zoom_lock: bool§is_aiming: bool§target_entity: Option<Entity>§selected_entity: Option<(Entity, Instant)>§viewpoint_entity: Option<Entity>§interactable: Option<Interactable>§mumble_link: SharedLink§hitboxes: HashMap<Entity, DebugShapeId>§lines: PlayerDebugLines§tracks: HashMap<Vec2<i32>, Vec<DebugShapeId>>

Implementations§

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impl SessionState

Represents an active game session (i.e., the one being played).

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pub fn new( global_state: &mut GlobalState, metadata: UpdateCharacterMetadata, client: Rc<RefCell<Client>>, ) -> Self

Create a new SessionState.

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fn stop_auto_walk(&mut self)

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fn maybe_auto_zoom_lock( &mut self, zoom_lock_enabled: bool, zoom_lock_behavior: AutoPressBehavior, )

Possibly lock the camera zoom depending on the current behaviour, and the current inputs if in the Auto state.

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fn viewpoint_entity(&self) -> (Entity, bool)

Gets the entity that is the current viewpoint, and a bool if the client is allowed to edit it’s data.

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fn controlling_char(&self) -> bool

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fn tick( &mut self, dt: Duration, global_state: &mut GlobalState, outcomes: &mut Vec<Outcome>, ) -> Result<TickAction, Error>

Tick the session (and the client attached to it).

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pub fn cleanup(&mut self)

Clean up the session (and the client attached to it) after a tick.

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fn should_auto_zoom_lock(&self) -> bool

Trait Implementations§

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impl PlayState for SessionState

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fn render(&self, drawer: &mut Drawer<'_>, settings: &Settings)

Render the session to the screen.

This method should be called once per frame.

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fn enter(&mut self, global_state: &mut GlobalState, _: Direction)

Called when entering this play state from another
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fn tick( &mut self, global_state: &mut GlobalState, events: Vec<Event>, ) -> PlayStateResult

Tick the play state
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fn name(&self) -> &'static str

Get a descriptive name for this state type.
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fn capped_fps(&self) -> bool

Determines whether the play state should have an enforced FPS cap
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fn globals_bind_group(&self) -> &GlobalsBindGroup

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fn egui_enabled(&self) -> bool

Determines whether egui will be rendered for this play state

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