#include <SceneState.h>
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| SceneState (Scene &parentScene) |
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void | onPlayerAdd (const U8 index) noexcept |
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void | onPlayerRemove (const U8 index) noexcept |
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SceneStatePerPlayer & | playerState () noexcept |
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const SceneStatePerPlayer & | playerState () const noexcept |
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SceneStatePerPlayer & | playerState (const U8 index) noexcept |
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const SceneStatePerPlayer & | playerState (const U8 index) const noexcept |
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SceneRenderState & | renderState () noexcept |
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const SceneRenderState & | renderState () const noexcept |
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MusicPlaylist & | music (const MusicType type) noexcept |
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const MusicPlaylist & | music (const MusicType type) const noexcept |
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WaterBodyDataContainer & | waterBodies () noexcept |
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const WaterBodyDataContainer & | waterBodies () const noexcept |
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| PROPERTY_RW (U8, playerPass, 0u) |
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| PROPERTY_RW (bool, saveLoadDisabled, false) |
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| PROPERTY_RW (F32, windSpeed, 1.0f) |
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| PROPERTY_RW (F32, windDirX, 0.1f) |
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| PROPERTY_RW (F32, windDirZ, 0.7f) |
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| PROPERTY_RW (F32, lightBleedBias, 0.2f) |
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| PROPERTY_RW (F32, minShadowVariance, 0.00001f) |
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| PROPERTY_RW (bool, screenshotRequestQueued, false) |
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| SceneComponent (Scene &parentScene) noexcept |
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Scene & | parentScene () noexcept |
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const Scene & | parentScene () const noexcept |
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Definition at line 209 of file SceneState.h.
◆ MusicPlaylist
Background music map : trackName - track.
Definition at line 212 of file SceneState.h.
◆ SceneState()
Divide::SceneState::SceneState |
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Scene & |
parentScene | ) |
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explicit |
◆ music() [1/2]
◆ music() [2/2]
◆ onPlayerAdd()
void Divide::SceneState::onPlayerAdd |
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const U8 |
index | ) |
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inlinenoexcept |
◆ onPlayerRemove()
void Divide::SceneState::onPlayerRemove |
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const U8 |
index | ) |
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inlinenoexcept |
◆ playerState() [1/4]
◆ playerState() [2/4]
◆ playerState() [3/4]
◆ playerState() [4/4]
◆ PROPERTY_RW() [1/8]
Divide::SceneState::PROPERTY_RW |
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bool |
, |
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saveLoadDisabled |
, |
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false |
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) |
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◆ PROPERTY_RW() [2/8]
Divide::SceneState::PROPERTY_RW |
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bool |
, |
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screenshotRequestQueued |
, |
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false |
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) |
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◆ PROPERTY_RW() [3/8]
Divide::SceneState::PROPERTY_RW |
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F32 |
, |
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lightBleedBias |
, |
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0. |
2f |
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) |
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◆ PROPERTY_RW() [4/8]
Divide::SceneState::PROPERTY_RW |
( |
F32 |
, |
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minShadowVariance |
, |
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0. |
00001f |
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) |
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◆ PROPERTY_RW() [5/8]
Divide::SceneState::PROPERTY_RW |
( |
F32 |
, |
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windDirX |
, |
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0. |
1f |
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) |
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◆ PROPERTY_RW() [6/8]
Divide::SceneState::PROPERTY_RW |
( |
F32 |
, |
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windDirZ |
, |
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0. |
7f |
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) |
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◆ PROPERTY_RW() [7/8]
Divide::SceneState::PROPERTY_RW |
( |
F32 |
, |
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windSpeed |
, |
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1. |
0f |
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) |
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◆ PROPERTY_RW() [8/8]
Divide::SceneState::PROPERTY_RW |
( |
U8 |
, |
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playerPass |
, |
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0u |
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) |
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◆ renderState() [1/2]
◆ renderState() [2/2]
◆ waterBodies() [1/2]
◆ waterBodies() [2/2]
◆ _music
◆ _playerState
◆ _renderState
◆ _waterBodies
The documentation for this class was generated from the following files: