[−][src]Struct brawllib_rs::script_runner::ScriptRunner
Fields
call_stacks: Vec<CallStack<'a>>
fighter_scripts: &'a [&'a ScriptAst]
common_scripts: &'a [&'a ScriptAst]
section_scripts: &'a [SectionScriptAst]
call_every_frame: HashMap<i32, CallEveryFrame<'a>>
visited_gotos: Vec<i32>
frame_index: f32
interruptible: bool
hitboxes: [Option<ScriptCollisionBox>; 7]
hurtbox_state_all: HurtBoxState
hurtbox_states: HashMap<i32, HurtBoxState>
ledge_grab_enable: LedgeGrabEnable
frame_speed_modifier: f32
tag_display: bool
x: f32
State is maintained across frames
y: f32
State is maintained across frames
x_vel: f32
State is maintained across frames
y_vel: f32
State is maintained across frames
x_vel_modify: VelModify
Reset to None before processing each frame
y_vel_modify: VelModify
Reset to None before processing each frame
disable_movement: DisableMovement
armor_type: ArmorType
armor_tolerance: f32
damage: f32
airbourne: bool
edge_slide: EdgeSlide
reverse_direction: bool
change_subaction: ChangeSubaction
invisible_bones: Vec<i32>
Children of these bones are also visible
change_actions: Vec<ChangeAction>
Each ChangeAction is rechecked every frame after being created
hitbox_sets_rehit: [bool; 10]
slope_contour_stand: Option<i32>
slope_contour_full: Option<(i32, i32)>
rumble: Option<(i32, i32)>
rumble_loop: Option<(i32, i32)>
grab_interrupt_damage: Option<i32>
throw: Option<SpecifyThrow>
throw_activate: bool
Reset to false before processing each frame.
jumps_used: i32
wall_jump_count: i32
wall_jump_interval: i32
footstool_count: i32
fall_time: i32
swim_time: i32
lip_stick_refresh: i32
curry_remaining_time: i32
curry_angle2: i32
star_remaining_time: i32
mushroom_remaining_time: i32
lightning_remaining_time: i32
size_flag: i32
metal_block_remaining_time: i32
combo_count: i32
bubble_time: i32
attacks_performed: i32
costume_id: i32
hitstun_frames_remaining: i32
meteor_cancel_window: i32
missed_techs: i32
tether_count: i32
temp1: i32
temp2: i32
special_landing_lag: f32
special_fall_mobility_multiplier: f32
shield_charge: f32
curry_angle1: f32
curry_randomness: f32
is_dead: bool
cannot_die: bool
automatic_footstool: bool
has_final: bool
has_final_aura: bool
has_curry: bool
has_hammer: bool
hit_by_paralyze: bool
has_screw_attack: bool
stamina_dead: bool
has_tag: bool
can_not_ledge_grab: bool
can_not_teeter: bool
velocity_ignore_hitstun: bool
deflection: bool
throw_data_param1: i32
throw_data_param2: i32
throw_data_param3: i32
enable_turn_when_below_zero: f32
character_float: bool
enable_fast_fall: bool
shorthop: bool
enable_action_transition: bool
specials_movement: bool
enable_glide: bool
enable_jab_loop: bool
enable_auto_jab: bool
enable_jab_end: bool
landing_lag: bool
Methods
impl<'a> ScriptRunner<'a>
[src]
pub fn new(
subaction_scripts: &[&'a ScriptAst],
fighter_scripts: &'a [&'a ScriptAst],
common_scripts: &'a [&'a ScriptAst],
section_scripts: &'a [SectionScriptAst],
fighter_data: &ArcFighterData
) -> ScriptRunner<'a>
[src]
subaction_scripts: &[&'a ScriptAst],
fighter_scripts: &'a [&'a ScriptAst],
common_scripts: &'a [&'a ScriptAst],
section_scripts: &'a [SectionScriptAst],
fighter_data: &ArcFighterData
) -> ScriptRunner<'a>
Runs the action main, gfx, sfx and other scripts in subaction_scripts.
all_scripts contains any functions that the action scripts need to call into.
The returned runner has completed the first frame.
Calling runner.step
will advance to frame 2 and then frame 3 and so on.
pub fn step(&mut self, action_name: &str)
[src]
Steps the main, gfx, sfx and other scripts by 1 game frame.
action_name
can be anything, it is just used for debugging.
Auto Trait Implementations
impl<'a> Send for ScriptRunner<'a>
impl<'a> Sync for ScriptRunner<'a>
Blanket Implementations
impl<T> From for T
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impl<T, U> Into for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T> Borrow for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T, U> TryInto for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,