pub struct LuaRenderingDrawAnimationParams {Show 21 fields
pub animation: String,
pub animation_offset: Option<f64>,
pub animation_speed: Option<f64>,
pub blink_interval: Option<u16>,
pub forces: Option<ForceSet>,
pub light_mode: Option<ScriptSpriteLightMode>,
pub only_in_alt_mode: Option<bool>,
pub orientation: Option<RealOrientation>,
pub orientation_target: Option<ScriptRenderTarget>,
pub oriented_offset: Option<Vector>,
pub players: Option<Vec<PlayerIdentification>>,
pub render_layer: Option<LuaAny>,
pub render_mode: Option<ScriptRenderMode>,
pub surface: SurfaceIdentification,
pub target: ScriptRenderTarget,
pub time_to_live: Option<u32>,
pub tint: Option<Color>,
pub use_target_orientation: Option<bool>,
pub visible: Option<bool>,
pub x_scale: Option<f64>,
pub y_scale: Option<f64>,
}Expand description
Create an animation.
Fields§
§animation: StringName of an AnimationPrototype.
animation_offset: Option<f64>Offset of the animation in frames. Default is 0.
animation_speed: Option<f64>How many frames the animation goes forward per tick. Default is 1.
blink_interval: Option<u16>In ticks. Defaults to 0 (no blinking). Game alerts use 30.
forces: Option<ForceSet>The forces that this object is rendered to. Passing nil or an empty table will render it to all forces.
light_mode: Option<ScriptSpriteLightMode>Whether this object should be rendered as a sprite, light or both at once. Defaults to “occluder”.
only_in_alt_mode: Option<bool>If this should only be rendered in alt mode. Defaults to false.
orientation: Option<RealOrientation>The orientation of the animation. Default is 0.
orientation_target: Option<ScriptRenderTarget>If given, the animation rotates so that it faces this target. Note that orientation is still applied to the animation.
oriented_offset: Option<Vector>Offsets the center of the animation if orientation_target is given. This offset will rotate together with the animation.
players: Option<Vec<PlayerIdentification>>The players that this object is rendered to. Passing nil or an empty table will render it to all players.
render_layer: Option<LuaAny>Render layer of the animation. Defaults to "arrow".
render_mode: Option<ScriptRenderMode>Mode which this object should render in. Defaults to “game”.
surface: SurfaceIdentification§target: ScriptRenderTargetCenter of the animation.
time_to_live: Option<u32>In ticks. Defaults to living forever.
tint: Option<Color>§use_target_orientation: Option<bool>Only used if orientation_target is a LuaEntity.
visible: Option<bool>If this is rendered to anyone at all. Defaults to true.
x_scale: Option<f64>Horizontal scale of the animation. Default is 1.
y_scale: Option<f64>Vertical scale of the animation. Default is 1.
Trait Implementations§
Source§impl Clone for LuaRenderingDrawAnimationParams
impl Clone for LuaRenderingDrawAnimationParams
Source§fn clone(&self) -> LuaRenderingDrawAnimationParams
fn clone(&self) -> LuaRenderingDrawAnimationParams
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more