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LuaRenderingDrawAnimationParams

Struct LuaRenderingDrawAnimationParams 

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pub struct LuaRenderingDrawAnimationParams {
Show 21 fields pub animation: String, pub animation_offset: f64, pub animation_speed: f64, pub blink_interval: u16, pub forces: ForceSet, pub light_mode: ScriptSpriteLightMode, pub only_in_alt_mode: bool, pub orientation: RealOrientation, pub orientation_target: ScriptRenderTarget, pub oriented_offset: Vector, pub players: Vec<PlayerIdentification>, pub render_layer: LuaAny, pub render_mode: ScriptRenderMode, pub surface: SurfaceIdentification, pub target: ScriptRenderTarget, pub time_to_live: u32, pub tint: Color, pub use_target_orientation: bool, pub visible: bool, pub x_scale: f64, pub y_scale: f64,
}
Expand description

Create an animation.

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§animation: String

Name of an AnimationPrototype.

§animation_offset: f64

Offset of the animation in frames. Default is 0.

§animation_speed: f64

How many frames the animation goes forward per tick. Default is 1.

§blink_interval: u16

In ticks. Defaults to 0 (no blinking). Game alerts use 30.

§forces: ForceSet

The forces that this object is rendered to. Passing nil or an empty table will render it to all forces.

§light_mode: ScriptSpriteLightMode

Whether this object should be rendered as a sprite, light or both at once. Defaults to “occluder”.

§only_in_alt_mode: bool

If this should only be rendered in alt mode. Defaults to false.

§orientation: RealOrientation

The orientation of the animation. Default is 0.

§orientation_target: ScriptRenderTarget

If given, the animation rotates so that it faces this target. Note that orientation is still applied to the animation.

§oriented_offset: Vector

Offsets the center of the animation if orientation_target is given. This offset will rotate together with the animation.

§players: Vec<PlayerIdentification>

The players that this object is rendered to. Passing nil or an empty table will render it to all players.

§render_layer: LuaAny

Render layer of the animation. Defaults to "arrow".

§render_mode: ScriptRenderMode

Mode which this object should render in. Defaults to “game”.

§surface: SurfaceIdentification§target: ScriptRenderTarget

Center of the animation.

§time_to_live: u32

In ticks. Defaults to living forever.

§tint: Color§use_target_orientation: bool

Only used if orientation_target is a LuaEntity.

§visible: bool

If this is rendered to anyone at all. Defaults to true.

§x_scale: f64

Horizontal scale of the animation. Default is 1.

§y_scale: f64

Vertical scale of the animation. Default is 1.

Trait Implementations§

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impl Clone for LuaRenderingDrawAnimationParams

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fn clone(&self) -> LuaRenderingDrawAnimationParams

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 LuaRenderingDrawAnimationParams

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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 LuaRenderingDrawAnimationParams

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fn default() -> LuaRenderingDrawAnimationParams

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

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.