vrchatapi 1.20.8-nightly.15

VRChat API Client for Rust
Documentation
use crate::models;
use serde::{Deserialize, Serialize};

#[derive(Clone, Default, Debug, PartialEq, Serialize, Deserialize)]
pub struct ApiConfigEvents {
    /// Unknown
    #[serde(rename = "distanceClose")]
    pub distance_close: i32,
    /// Unknown
    #[serde(rename = "distanceFactor")]
    pub distance_factor: i32,
    /// Unknown
    #[serde(rename = "distanceFar")]
    pub distance_far: i32,
    /// Unknown
    #[serde(rename = "groupDistance")]
    pub group_distance: i32,
    /// Unknown
    #[serde(rename = "maximumBunchSize")]
    pub maximum_bunch_size: i32,
    /// Unknown
    #[serde(rename = "notVisibleFactor")]
    pub not_visible_factor: i32,
    /// Unknown
    #[serde(rename = "playerOrderBucketSize")]
    pub player_order_bucket_size: i32,
    /// Unknown
    #[serde(rename = "playerOrderFactor")]
    pub player_order_factor: i32,
    /// Unknown
    #[serde(rename = "slowUpdateFactorThreshold")]
    pub slow_update_factor_threshold: i32,
    /// Unknown
    #[serde(rename = "useDirectPlayerSerialization")]
    pub use_direct_player_serialization: bool,
    /// Unknown
    #[serde(rename = "viewSegmentLength")]
    pub view_segment_length: i32,
}

impl ApiConfigEvents {
    pub fn new(
        distance_close: i32,
        distance_factor: i32,
        distance_far: i32,
        group_distance: i32,
        maximum_bunch_size: i32,
        not_visible_factor: i32,
        player_order_bucket_size: i32,
        player_order_factor: i32,
        slow_update_factor_threshold: i32,
        use_direct_player_serialization: bool,
        view_segment_length: i32,
    ) -> ApiConfigEvents {
        ApiConfigEvents {
            distance_close,
            distance_factor,
            distance_far,
            group_distance,
            maximum_bunch_size,
            not_visible_factor,
            player_order_bucket_size,
            player_order_factor,
            slow_update_factor_threshold,
            use_direct_player_serialization,
            view_segment_length,
        }
    }
}