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LuaProgrammableSpeakerControlBehavior

Struct LuaProgrammableSpeakerControlBehavior 

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pub struct LuaProgrammableSpeakerControlBehavior;
Expand description

Control behavior for programmable speakers.

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impl LuaProgrammableSpeakerControlBehavior

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pub fn entity(&self) -> LuaEntity

The entity this control behavior belongs to.

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pub fn input_networks(&self) -> CircuitNetworkSelection

Which circuit networks (red/green) to read signals from. Defaults to both wire colors.

nil if this control behavior does not allow selecting the input networks.

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pub fn output_networks(&self) -> CircuitNetworkSelection

Which circuit networks (red/green) to send signals to. Defaults to both wire colors.

nil if this control behavior does not allow selecting the output networks.

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pub fn type(&self) -> &str

The concrete type of this control behavior.

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pub fn circuit_condition(&self) -> CircuitConditionDefinition

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pub fn circuit_parameters(&self) -> ProgrammableSpeakerCircuitParameters

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pub fn object_name(&self) -> &str

The class name of this object. Available even when valid is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.

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pub fn valid(&self) -> bool

Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be false. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.

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pub fn get_circuit_network( &self, wire_connector_id: &str, ) -> Option<LuaCircuitNetwork>

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fn type_id(&self) -> TypeId

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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