pub struct EffectsController {
pub bloom: BloomParams,
pub grain: GrainParams,
pub scanlines: ScanlineParams,
pub chromatic: ChromaticParams,
pub distortion: DistortionParams,
pub motion_blur: MotionBlurParams,
pub color_grade: ColorGradeParams,
pub is_dead: bool,
pub boss_mode: bool,
pub chaos_rift_active: bool,
pub time_slow_active: bool,
/* private fields */
}Expand description
The master effects coordinator.
Owns all postfx parameter structs, drives them from EffectEvents,
and provides smooth spring-based transitions between states.
Fields§
§bloom: BloomParams§grain: GrainParams§scanlines: ScanlineParams§chromatic: ChromaticParams§distortion: DistortionParams§motion_blur: MotionBlurParams§color_grade: ColorGradeParams§is_dead: bool§boss_mode: bool§chaos_rift_active: bool§time_slow_active: boolImplementations§
Source§impl EffectsController
impl EffectsController
pub fn new() -> Self
Sourcepub fn send(&mut self, event: EffectEvent)
pub fn send(&mut self, event: EffectEvent)
Process a game event, triggering appropriate effects.
Sourcepub fn tick(&mut self, dt: f32)
pub fn tick(&mut self, dt: f32)
Advance all effects by dt seconds.
Call this every frame before reading the parameter blocks.
pub fn trauma(&self) -> f32
pub fn entropy(&self) -> f32
pub fn time_slow_factor(&self) -> f32
pub fn active_layer_count(&self) -> usize
Sourcepub fn has_active_effects(&self) -> bool
pub fn has_active_effects(&self) -> bool
True if any timed effects are currently running.
Sourcepub fn debug_summary(&self) -> String
pub fn debug_summary(&self) -> String
Summary string for debug overlay.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for EffectsController
impl RefUnwindSafe for EffectsController
impl Send for EffectsController
impl Sync for EffectsController
impl Unpin for EffectsController
impl UnsafeUnpin for EffectsController
impl UnwindSafe for EffectsController
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