pub struct ScriptContext<'a, 'b, 'c> {Show 13 fields
pub dt: f32,
pub elapsed_time: f32,
pub plugins: PluginsRefMut<'a>,
pub handle: Handle<Node>,
pub scene: &'b mut Scene,
pub scene_handle: Handle<Scene>,
pub resource_manager: &'a ResourceManager,
pub message_sender: &'c ScriptMessageSender,
pub message_dispatcher: &'c mut ScriptMessageDispatcher,
pub task_pool: &'a mut TaskPoolHandler,
pub graphics_context: &'a mut GraphicsContext,
pub user_interfaces: &'a mut UiContainer,
pub script_index: usize,
}
Expand description
A set of data, that provides contextual information for script methods.
Fields§
§dt: f32
Amount of time that passed from last call. It has valid values only when called from on_update
.
elapsed_time: f32
Amount of time (in seconds) that passed from creation of the engine. Keep in mind, that this value is not guaranteed to match real time. A user can change delta time with which the engine “ticks” and this delta time affects elapsed time.
plugins: PluginsRefMut<'a>
A slice of references to all registered plugins. For example you can store some “global” data in a plugin and access it later in scripts. A simplest example would be something like this:
#[derive(Visit, Reflect, Default, Debug)]
struct Game {
player_name: String,
}
impl Plugin for Game {}
#[derive(Visit, Reflect, Clone, Default, Debug, TypeUuidProvider, ComponentProvider)]
#[type_uuid(id = "f732654e-5e3c-4b52-9a3d-44c0cfb14e18")]
struct MyScript {}
impl ScriptTrait for MyScript {
fn on_update(&mut self, ctx: &mut ScriptContext) {
let game = ctx.plugins.get::<Game>();
println!("Player name is: {}", game.player_name);
}
}
Since player name usually a sort of a “global” variable, it can be stored in the plugin itself,
and to access the plugin all you need to do is to call ctx.plugins.get::<Game>()
. You can
also mutate any data in a plugin by getting the mutable reference via get_mut()
method.
handle: Handle<Node>
Handle of a node to which the script instance belongs to. To access the node itself use scene
field:
let node_mut = &mut context.scene.graph[context.handle];
scene: &'b mut Scene
A reference to a scene the script instance belongs to. You have full mutable access to scene content in most of the script methods.
scene_handle: Handle<Scene>
A handle of a scene the script instance belongs to.
resource_manager: &'a ResourceManager
A reference to resource manager, use it to load resources.
message_sender: &'c ScriptMessageSender
An message sender. Every message sent via this sender will be then passed to every ScriptTrait::on_message
method of every script.
message_dispatcher: &'c mut ScriptMessageDispatcher
A message dispatcher. If you need to receive messages of a particular type, you must subscribe to a type
explicitly. See ScriptTrait::on_message
for more examples.
task_pool: &'a mut TaskPoolHandler
Task pool for asynchronous task management.
graphics_context: &'a mut GraphicsContext
Current graphics context of the engine. See GraphicsContext
docs for more info.
user_interfaces: &'a mut UiContainer
A reference to user interface container of the engine. The engine guarantees that there’s
at least one user interface exists. Use context.user_interfaces.first()/first_mut()
to
get a reference to it.
script_index: usize
Index of the script. Never save this index, it is only valid while this context exists!
Auto Trait Implementations§
impl<'a, 'b, 'c> Freeze for ScriptContext<'a, 'b, 'c>
impl<'a, 'b, 'c> !RefUnwindSafe for ScriptContext<'a, 'b, 'c>
impl<'a, 'b, 'c> !Send for ScriptContext<'a, 'b, 'c>
impl<'a, 'b, 'c> !Sync for ScriptContext<'a, 'b, 'c>
impl<'a, 'b, 'c> Unpin for ScriptContext<'a, 'b, 'c>
impl<'a, 'b, 'c> !UnwindSafe for ScriptContext<'a, 'b, 'c>
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