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.
Fields§
§active: boolWhether a cutscene is currently executing.
current_script: Option<String>The name of the currently running cutscene script (JS export name).
blocking: boolWhen 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: boolInternal: 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.
Implementations§
Source§impl CutsceneManager
impl CutsceneManager
Sourcepub fn start_cutscene(&mut self, script_name: &str, blocking: bool)
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.
Sourcepub fn is_blocking(&self) -> bool
pub fn is_blocking(&self) -> bool
Returns true if the cutscene blocks player movement input.
Sourcepub fn current_script_name(&self) -> Option<&str>
pub fn current_script_name(&self) -> Option<&str>
Returns the name of the currently running cutscene, if any.
Sourcepub fn end_cutscene(&mut self) -> Option<String>
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.
Sourcepub fn queue_script(&mut self, script_name: &str)
pub fn queue_script(&mut self, script_name: &str)
Adds a script to the end of the cutscene queue.
Sourcepub fn has_queued(&self) -> bool
pub fn has_queued(&self) -> bool
Returns true if there are scripts waiting in the queue.
Sourcepub fn clear_queue(&mut self)
pub fn clear_queue(&mut self)
Clears all queued scripts.
Sourcepub fn force_stop(&mut self)
pub fn force_stop(&mut self)
Forcefully stops the current cutscene and clears the queue.
pub fn mark_started(&mut self)
pub fn needs_start(&self) -> bool
Trait Implementations§
Source§impl Clone for CutsceneManager
impl Clone for CutsceneManager
Source§fn clone(&self) -> CutsceneManager
fn clone(&self) -> CutsceneManager
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for CutsceneManager
impl Debug for CutsceneManager
Auto Trait Implementations§
impl Freeze for CutsceneManager
impl RefUnwindSafe for CutsceneManager
impl Send for CutsceneManager
impl Sync for CutsceneManager
impl Unpin for CutsceneManager
impl UnsafeUnpin for CutsceneManager
impl UnwindSafe for CutsceneManager
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