pub struct Suspend { /* private fields */ }Expand description
One frame’s answer to “does gameplay run, does the world tick, does sound play”.
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Source§impl Suspend
impl Suspend
Sourcepub fn resolve(game: GameState, portal: PortalView) -> Self
pub fn resolve(game: GameState, portal: PortalView) -> Self
Settle one frame from both halves of the gate.
Sourcepub fn suspended(&self) -> bool
pub fn suspended(&self) -> bool
The clock is stopped this frame, so the sim must not tick. This is the
blocked argument of repame-fx’s SimDriver::frame.
Sourcepub fn live(&self) -> bool
pub fn live(&self) -> bool
Gameplay systems run this frame (the games’ live flag). The world may
still tick under a modal or a transition, so this is not the negation of
Suspend::suspended.
Sourcepub fn host_gameplay(&self) -> bool
pub fn host_gameplay(&self) -> bool
Whether the host should count gameplay as running this frame.
Sourcepub fn cause(&self) -> Option<Cause>
pub fn cause(&self) -> Option<Cause>
The outermost reason the clock is stopped, None when it runs.
Sourcepub fn time_scale(&self) -> f32
pub fn time_scale(&self) -> f32
The clock this decision means: 0.0 while suspended, 1.0 otherwise.
A stopped clock is not a banked one: Sim::step drops the wall time it
would have accumulated, so resuming after a long ad does not run a burst
of catch-up ticks.
Trait Implementations§
impl Copy for Suspend
impl Eq for Suspend
impl StructuralPartialEq for Suspend
Auto Trait Implementations§
impl Freeze for Suspend
impl RefUnwindSafe for Suspend
impl Send for Suspend
impl Sync for Suspend
impl Unpin for Suspend
impl UnsafeUnpin for Suspend
impl UnwindSafe for Suspend
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