pub struct TouchStateNode { /* private fields */ }Expand description
Detects raw ball touches per frame from ball/player state and frame events as shared state.
Implementations§
Trait Implementations§
Source§impl AnalysisNode for TouchStateNode
impl AnalysisNode for TouchStateNode
Source§fn name(&self) -> &'static str
fn name(&self) -> &'static str
Stable identifier for this node, used for dependency wiring and the
built-in node registry.
fn dependencies(&self) -> Vec<AnalysisDependency>
fn evaluate(&mut self, ctx: &AnalysisStateContext<'_>) -> SubtrActorResult<()>
fn state(&self) -> &Self::State
Source§fn emitted_events(&self) -> &'static [EmittedEvent]
fn emitted_events(&self) -> &'static [EmittedEvent]
Static catalog of the events this node emits, if any. Read more
fn on_replay_meta(&mut self, _meta: &ReplayMeta) -> SubtrActorResult<()>
fn finish(&mut self, _ctx: &AnalysisStateContext<'_>) -> SubtrActorResult<()>
Auto Trait Implementations§
impl Freeze for TouchStateNode
impl RefUnwindSafe for TouchStateNode
impl Send for TouchStateNode
impl Sync for TouchStateNode
impl Unpin for TouchStateNode
impl UnsafeUnpin for TouchStateNode
impl UnwindSafe for TouchStateNode
Blanket Implementations§
Source§impl<N> AnalysisNodeDyn for Nwhere
N: AnalysisNode,
impl<N> AnalysisNodeDyn for Nwhere
N: AnalysisNode,
fn name(&self) -> &'static str
fn emitted_events(&self) -> &'static [EmittedEvent]
fn provides_state_type_id(&self) -> TypeId
fn provides_state_type_name(&self) -> &'static str
fn on_replay_meta(&mut self, meta: &ReplayMeta) -> Result<(), SubtrActorError>
fn dependencies(&self) -> Vec<AnalysisDependency>
fn evaluate( &mut self, ctx: &AnalysisStateContext<'_>, ) -> Result<(), SubtrActorError>
fn finish( &mut self, ctx: &AnalysisStateContext<'_>, ) -> Result<(), SubtrActorError>
fn state_any(&self) -> &(dyn Any + 'static)
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more