pub struct PerceptionState {
pub layer: RealityLayer,
pub intensity: f32,
pub stability: f32,
pub modifiers: Vec<PerceptionModifier>,
pub transition: Option<PerceptionTransition>,
pub visible_entities: HashMap<RealityLayer, Vec<String>>,
pub overlays: Vec<EnvironmentalOverlay>,
}Expand description
The current perception state of the player
Fields§
§layer: RealityLayerCurrent reality layer
intensity: f32Perception intensity (0.0 = barely perceiving, 1.0 = fully immersed)
stability: f32Stability of perception (0.0 = fluctuating, 1.0 = stable)
modifiers: Vec<PerceptionModifier>Active perception modifiers
transition: Option<PerceptionTransition>Transition state (if currently shifting)
visible_entities: HashMap<RealityLayer, Vec<String>>Entities currently visible in each layer
overlays: Vec<EnvironmentalOverlay>Environmental overlays active
Implementations§
Source§impl PerceptionState
impl PerceptionState
Sourcepub fn at_layer(layer: RealityLayer) -> Self
pub fn at_layer(layer: RealityLayer) -> Self
Create a new perception state at the given layer
Sourcepub fn update_from_system(&mut self, system: &PluralSystem)
pub fn update_from_system(&mut self, system: &PluralSystem)
Update perception based on system state
Sourcepub fn begin_transition(&mut self, target: RealityLayer, rate: f32)
pub fn begin_transition(&mut self, target: RealityLayer, rate: f32)
Begin transitioning to a new reality layer
Sourcepub fn force_layer(&mut self, layer: RealityLayer)
pub fn force_layer(&mut self, layer: RealityLayer)
Force immediate layer change
Sourcepub fn add_modifier(&mut self, modifier: PerceptionModifier)
pub fn add_modifier(&mut self, modifier: PerceptionModifier)
Add a perception modifier
Sourcepub fn tick_modifiers(&mut self)
pub fn tick_modifiers(&mut self)
Remove expired modifiers
Sourcepub fn effective_intensity(&self) -> f32
pub fn effective_intensity(&self) -> f32
Get the effective perception intensity (with modifiers)
Sourcepub fn can_see_entity(&self, entity: &PerceivableEntity) -> bool
pub fn can_see_entity(&self, entity: &PerceivableEntity) -> bool
Check if an entity is visible at current perception
Sourcepub fn add_overlay(&mut self, overlay: EnvironmentalOverlay)
pub fn add_overlay(&mut self, overlay: EnvironmentalOverlay)
Add an environmental overlay
Sourcepub fn active_overlays(&self) -> Vec<&EnvironmentalOverlay>
pub fn active_overlays(&self) -> Vec<&EnvironmentalOverlay>
Get active overlays for the current layer
Trait Implementations§
Source§impl Clone for PerceptionState
impl Clone for PerceptionState
Source§fn clone(&self) -> PerceptionState
fn clone(&self) -> PerceptionState
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for PerceptionState
impl Debug for PerceptionState
Auto Trait Implementations§
impl Freeze for PerceptionState
impl RefUnwindSafe for PerceptionState
impl Send for PerceptionState
impl Sync for PerceptionState
impl Unpin for PerceptionState
impl UnwindSafe for PerceptionState
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