GameInfo

Struct GameInfo 

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pub struct GameInfo<'a> {
    pub _tab: Table<'a>,
}

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§_tab: Table<'a>

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impl<'a> GameInfo<'a>

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pub const VT_SECONDSELAPSED: VOffsetT = 4i16

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pub const VT_GAMETIMEREMAINING: VOffsetT = 6i16

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pub const VT_ISOVERTIME: VOffsetT = 8i16

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pub const VT_ISUNLIMITEDTIME: VOffsetT = 10i16

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pub const VT_ISROUNDACTIVE: VOffsetT = 12i16

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pub const VT_ISKICKOFFPAUSE: VOffsetT = 14i16

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pub const VT_ISMATCHENDED: VOffsetT = 16i16

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pub const VT_WORLDGRAVITYZ: VOffsetT = 18i16

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pub const VT_GAMESPEED: VOffsetT = 20i16

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pub fn init_from_table(table: Table<'a>) -> Self

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pub fn create<'bldr: 'args, 'args: 'mut_bldr, 'mut_bldr>( _fbb: &'mut_bldr mut FlatBufferBuilder<'bldr>, args: &'args GameInfoArgs, ) -> WIPOffset<GameInfo<'bldr>>

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pub fn secondsElapsed(&self) -> f32

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pub fn gameTimeRemaining(&self) -> f32

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pub fn isOvertime(&self) -> bool

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pub fn isUnlimitedTime(&self) -> bool

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pub fn isRoundActive(&self) -> bool

True when cars are allowed to move, and during the pause menu. False during replays.

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pub fn isKickoffPause(&self) -> bool

True when the clock is paused due to kickoff, but false during kickoff countdown. In other words, it is true while cars can move during kickoff. Note that if both players sit still, game clock start and this will become false.

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pub fn isMatchEnded(&self) -> bool

Turns true after final replay, the moment the ‘winner’ screen appears. Remains true during next match countdown. Turns false again the moment the ‘choose team’ screen appears.

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pub fn worldGravityZ(&self) -> f32

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pub fn gameSpeed(&self) -> f32

Game speed multiplier, 1.0 is regular game speed.

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impl<'a> Clone for GameInfo<'a>

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fn clone(&self) -> GameInfo<'a>

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl<'a> Debug for GameInfo<'a>

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'a> Follow<'a> for GameInfo<'a>

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type Inner = GameInfo<'a>

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fn follow(buf: &'a [u8], loc: usize) -> Self::Inner

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impl<'a> PartialEq for GameInfo<'a>

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fn eq(&self, other: &GameInfo<'a>) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl<'a> Copy for GameInfo<'a>

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impl<'a> StructuralPartialEq for GameInfo<'a>

Auto Trait Implementations§

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impl<'a> Freeze for GameInfo<'a>

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impl<'a> RefUnwindSafe for GameInfo<'a>

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impl<'a> Send for GameInfo<'a>

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impl<'a> Sync for GameInfo<'a>

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impl<'a> Unpin for GameInfo<'a>

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impl<'a> UnwindSafe for GameInfo<'a>

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> Same for T

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type Output = T

Should always be Self
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impl<T> Scalar for T
where T: Copy + PartialEq + Debug + Any,

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fn is<T>() -> bool
where T: Scalar,

Tests if Self the same as the type T Read more
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impl<SS, SP> SupersetOf<SS> for SP
where SS: SubsetOf<SP>,

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fn to_subset(&self) -> Option<SS>

The inverse inclusion map: attempts to construct self from the equivalent element of its superset. Read more
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fn is_in_subset(&self) -> bool

Checks if self is actually part of its subset T (and can be converted to it).
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unsafe fn to_subset_unchecked(&self) -> SS

Use with care! Same as self.to_subset but without any property checks. Always succeeds.
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fn from_subset(element: &SS) -> SP

The inclusion map: converts self to the equivalent element of its superset.
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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.