pub struct ClipSpawn {
pub system: Entity,
pub start: f32,
pub end: Option<f32>,
pub socket: Option<String>,
pub span: Vec<String>,
pub follow: bool,
pub event: Option<u32>,
}Expand description
One system a clip starts.
Fields§
§system: EntityThe system: an entity holding a ParticleSystem and no Transform (it is placed by this record).
start: f32The clip time it starts at, seconds.
end: Option<f32>The clip time it is stopped at, if the source stops it; None lets it play out.
socket: Option<String>The name of the socket of the clip’s rig the system stands at (a socket’s name is the source’s: provenance, but the one
handle a clip has on a rig’s sockets); None stands it at the rig’s origin. A name the rig’s skeleton does not hold
is looked for on the rigs attached to it (core.attachment: what the rig holds, a weapon in a hand), the attached
rig standing where its attachment places it and in its own pose.
span: Vec<String>The further sockets the system runs through after socket, in order (a weapon’s trail through its blade’s sockets
from the hilt to the tip), looked up as socket is. The system stands at each of its sockets at once: a trail it
draws is the band its sockets sweep, the path of each joined to the path of the next, and the trail’s own width
is not used. Empty stands it at socket alone.
follow: boolWhether the system follows its socket as the clip moves it, else it stays where it started.
event: Option<u32>The index in the clip’s core.clip_events of the event that starts it, where the source says.