[][src]Struct rlbot::flat::GameInfo

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

Fields

_tab: Table<'a>

Methods

impl<'a> GameInfo<'a>[src]

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

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

pub const VT_SECONDSELAPSED: VOffsetT[src]

pub const VT_GAMETIMEREMAINING: VOffsetT[src]

pub const VT_ISOVERTIME: VOffsetT[src]

pub const VT_ISUNLIMITEDTIME: VOffsetT[src]

pub const VT_ISROUNDACTIVE: VOffsetT[src]

pub const VT_ISKICKOFFPAUSE: VOffsetT[src]

pub const VT_ISMATCHENDED: VOffsetT[src]

pub const VT_WORLDGRAVITYZ: VOffsetT[src]

pub const VT_GAMESPEED: VOffsetT[src]

pub fn secondsElapsed(&self) -> f32[src]

pub fn gameTimeRemaining(&self) -> f32[src]

pub fn isOvertime(&self) -> bool[src]

pub fn isUnlimitedTime(&self) -> bool[src]

pub fn isRoundActive(&self) -> bool[src]

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

pub fn isKickoffPause(&self) -> bool[src]

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.

pub fn isMatchEnded(&self) -> bool[src]

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.

pub fn worldGravityZ(&self) -> f32[src]

pub fn gameSpeed(&self) -> f32[src]

Game speed multiplier, 1.0 is regular game speed.

Trait Implementations

impl<'a> Clone for GameInfo<'a>[src]

fn clone_from(&mut self, source: &Self)1.0.0[src]

Performs copy-assignment from source. Read more

impl<'a> PartialEq<GameInfo<'a>> for GameInfo<'a>[src]

impl<'a> Copy for GameInfo<'a>[src]

impl<'a> Debug for GameInfo<'a>[src]

impl<'a> Follow<'a> for GameInfo<'a>[src]

type Inner = GameInfo<'a>

Auto Trait Implementations

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

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

Blanket Implementations

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> From<T> for T[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

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

The type returned in the event of a conversion error.

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Scalar for T where
    T: Copy + PartialEq<T> + Any + Debug
[src]

fn is<T>() -> bool where
    T: Scalar
[src]

Tests if Self the same as the type T Read more

impl<T> Same<T> for T

type Output = T

Should always be Self

impl<SS, SP> SupersetOf<SS> for SP where
    SS: SubsetOf<SP>,