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CutsceneManager

Struct CutsceneManager 

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pub struct CutsceneManager {
    pub active: bool,
    pub current_script: Option<String>,
    pub blocking: bool,
    pub queue: VecDeque<String>,
    pub started: bool,
}
Expand description

Manages cutscene execution state.

A cutscene is a named JS async function that runs to completion, suspending normal player input while active. Cutscenes can be queued — when one finishes, the next one starts automatically.

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§active: bool

Whether a cutscene is currently executing.

§current_script: Option<String>

The name of the currently running cutscene script (JS export name).

§blocking: bool

When true, player directional/movement input is blocked. When false, the cutscene runs in parallel with player movement (useful for ambient NPC chatter or environmental effects).

§queue: VecDeque<String>

Queue of pending cutscene script names. When the current cutscene finishes, the next one is started automatically.

§started: bool

Internal: whether the current cutscene’s script function has been called (via ScriptEngine::call_function). Reset to false when a new cutscene starts or a queued one is promoted.

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impl CutsceneManager

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pub fn new() -> Self

Creates a new cutscene manager with no active cutscene.

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pub fn start_cutscene(&mut self, script_name: &str, blocking: bool)

Starts a cutscene with the given script name.

If a cutscene is already active, the new script is appended to the queue instead of interrupting the current one.

blocking: if true, player movement input is suspended.

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pub fn is_active(&self) -> bool

Returns true if a cutscene is currently active.

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pub fn is_blocking(&self) -> bool

Returns true if the cutscene blocks player movement input.

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pub fn current_script_name(&self) -> Option<&str>

Returns the name of the currently running cutscene, if any.

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pub fn end_cutscene(&mut self) -> Option<String>

Ends the current cutscene and starts the next queued one if any.

Returns Some(script_name) if a queued cutscene was started.

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pub fn queue_script(&mut self, script_name: &str)

Adds a script to the end of the cutscene queue.

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pub fn queue_len(&self) -> usize

Returns the number of scripts waiting in the queue.

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pub fn has_queued(&self) -> bool

Returns true if there are scripts waiting in the queue.

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pub fn clear_queue(&mut self)

Clears all queued scripts.

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pub fn force_stop(&mut self)

Forcefully stops the current cutscene and clears the queue.

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pub fn mark_started(&mut self)

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pub fn needs_start(&self) -> bool

Trait Implementations§

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impl Clone for CutsceneManager

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fn clone(&self) -> CutsceneManager

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for CutsceneManager

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for CutsceneManager

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fn default() -> Self

Returns the “default value” for a type. Read more

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