#[non_exhaustive]pub enum ScriptCommand {
Show 42 variants
SetPosition(u32, Vec3),
SetRotation(u32, Quat),
SetScale(u32, Vec3),
SetVelocity(u32, Vec3),
SetAngularVelocity(u32, Vec3),
ApplyForce(u32, Vec3),
ApplyImpulse(u32, Vec3),
AddRigidBody {
id: u32,
mass: f32,
use_gravity: bool,
},
AddBoxCollider {
id: u32,
hx: f32,
hy: f32,
hz: f32,
},
AddSphereCollider {
id: u32,
radius: f32,
},
SetVehicleEngineForce(u32, f32),
SetVehicleSteering(u32, f32),
SetVehicleBrake(u32, f32),
SpawnEntity {
name: String,
position: Vec3,
},
SpawnPrefab {
name: String,
prefab_type: String,
position: Vec3,
},
DestroyEntity(u32),
PlaySound(String),
PlaySound3D(String, Vec3),
StopSound(String),
LoadScene(String),
SaveScene(String),
ShowDialogue {
speaker: String,
text: String,
duration: f32,
},
HideDialogue,
TriggerCutscene(String),
EndCutscene,
StartRace,
AddCheckpoint {
id: u32,
position: Vec3,
radius: f32,
},
ActivateCheckpoint(u32),
FinishRace {
winner_name: String,
},
ResetRace,
SetCameraTarget(u32),
SetCameraFov(f32),
SetFightCamera {
p1_id: u32,
p2_id: u32,
height: f32,
distance: f32,
},
SetEntityName(u32, String),
PlayAnimation {
id: u32,
name: String,
blend: f32,
loop_anim: bool,
},
SetAnimationSpeed(u32, f32),
AddNavAgent(u32),
SetAiTarget(u32, Vec3),
ClearAiTarget(u32),
SetFighterMove {
id: u32,
name: String,
startup: u32,
active: u32,
recovery: u32,
damage: f32,
},
ApplyHitstop(u32, u32),
ApplyHitstun(u32, u32),
}Expand description
Lua’dan gelen tüm değişiklik istekleri
Variants (Non-exhaustive)§
This enum is marked as non-exhaustive
Non-exhaustive enums could have additional variants added in future. Therefore, when matching against variants of non-exhaustive enums, an extra wildcard arm must be added to account for any future variants.
SetPosition(u32, Vec3)
SetRotation(u32, Quat)
SetScale(u32, Vec3)
SetVelocity(u32, Vec3)
SetAngularVelocity(u32, Vec3)
ApplyForce(u32, Vec3)
ApplyImpulse(u32, Vec3)
AddRigidBody
AddBoxCollider
AddSphereCollider
SetVehicleEngineForce(u32, f32)
SetVehicleSteering(u32, f32)
SetVehicleBrake(u32, f32)
SpawnEntity
SpawnPrefab
DestroyEntity(u32)
PlaySound(String)
PlaySound3D(String, Vec3)
StopSound(String)
LoadScene(String)
SaveScene(String)
ShowDialogue
HideDialogue
TriggerCutscene(String)
EndCutscene
StartRace
AddCheckpoint
ActivateCheckpoint(u32)
FinishRace
ResetRace
SetCameraTarget(u32)
SetCameraFov(f32)
SetFightCamera
İki dövüşçüyü aynı anda takip eden fighting camera
SetEntityName(u32, String)
PlayAnimation
SetAnimationSpeed(u32, f32)
SetAiTarget(u32, Vec3)
ClearAiTarget(u32)
SetFighterMove
ApplyHitstop(u32, u32)
ApplyHitstun(u32, u32)
Trait Implementations§
Source§impl Clone for ScriptCommand
impl Clone for ScriptCommand
Source§fn clone(&self) -> ScriptCommand
fn clone(&self) -> ScriptCommand
Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreAuto Trait Implementations§
impl Freeze for ScriptCommand
impl RefUnwindSafe for ScriptCommand
impl Send for ScriptCommand
impl Sync for ScriptCommand
impl Unpin for ScriptCommand
impl UnsafeUnpin for ScriptCommand
impl UnwindSafe for ScriptCommand
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more