pub struct Parameter<T = f64>where
T: Tweenable,{
state: State<T>,
raw_value: T,
stagnant: bool,
}Expand description
Manages and updates a value that can be smoothly transitioned and linked to modulators.
You’ll only need to use this if you’re creating your own
Sound, Effect,
or Modulator implementations. If you
want to adjust a parameter of something from gameplay code (such as the
volume of a sound or the speed of a clock), use the functions on that
object’s handle.
Fields§
§state: State<T>§raw_value: T§stagnant: boolImplementations§
§impl<T> Parameter<T>where
T: Tweenable,
impl<T> Parameter<T>where
T: Tweenable,
pub fn value(&self) -> T
pub fn value(&self) -> T
Returns the current actual value of the parameter.
pub fn set(&mut self, target: Value<T>, tween: Tween)
pub fn set(&mut self, target: Value<T>, tween: Tween)
Starts a transition from the current value to the target value.
pub fn read_command(
&mut self,
command_reader: &mut CommandReader<ValueChangeCommand<T>>,
)where
T: Send,
pub fn read_command(
&mut self,
command_reader: &mut CommandReader<ValueChangeCommand<T>>,
)where
T: Send,
Reads a ValueChangeCommand from a CommandReader, and if there is one,
sets the parameter with the value and tween.
pub fn update(
&mut self,
dt: f64,
clock_info_provider: &ClockInfoProvider<'_>,
modulator_value_provider: &ModulatorValueProvider<'_>,
) -> bool
pub fn update( &mut self, dt: f64, clock_info_provider: &ClockInfoProvider<'_>, modulator_value_provider: &ModulatorValueProvider<'_>, ) -> bool
Updates any in-progress transitions and keeps the value up-to-date with any linked modulators.
Returns true if a transition just finished after this update.
Trait Implementations§
Auto Trait Implementations§
impl<T> Freeze for Parameter<T>where
T: Freeze,
impl<T> RefUnwindSafe for Parameter<T>where
T: RefUnwindSafe,
impl<T> Send for Parameter<T>where
T: Send,
impl<T> Sync for Parameter<T>where
T: Sync,
impl<T> Unpin for Parameter<T>where
T: Unpin,
impl<T> UnwindSafe for Parameter<T>where
T: UnwindSafe,
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