231 lines
7.9 KiB
Rust
231 lines
7.9 KiB
Rust
//! The render code for various scenes
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//!
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//! ## Overview
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//!
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//! This will probably become a messy module over time. Stick your rendering code here
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use raylib::prelude::*;
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use crate::{
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discord::DiscordChannel,
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global_resource_package::GlobalResources,
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persistent::{save_state::GameSaveState, settings::PersistentGameSettings},
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project_constants::ProjectConstants,
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};
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use self::{
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cutscenes::CutScenes,
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main_menu::{MainMenu, MenuStateSignal},
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pause_menu::PauseMenu,
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player_interaction::PlayableScene,
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test_fox::TestFoxScene,
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};
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mod cutscenes;
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mod main_menu;
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mod pause_menu;
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mod player_interaction;
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mod test_fox;
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/// Delegate for handling rendering.
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/// This is a struct to allow for stateful data (like sub-screens) to be set up
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pub struct SceneRenderDelegate {
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menu_control_signal: MenuStateSignal,
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pub needs_exit: bool,
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audio_subsystem: RaylibAudio,
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/* Scenes */
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scene_test_fox: TestFoxScene,
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scene_playable: PlayableScene,
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scene_main_menu: MainMenu,
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scene_pause_menu: PauseMenu,
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scene_cutscenes: CutScenes,
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}
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impl SceneRenderDelegate {
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/// This is called when the game first loads
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pub fn on_game_start(
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raylib: &mut RaylibHandle,
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rl_thread: &RaylibThread,
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constants: &ProjectConstants,
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audio_subsystem: RaylibAudio,
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game_settings: &mut PersistentGameSettings,
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save_state: &mut GameSaveState,
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) -> Self {
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// Init some scenes
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let scene_test_fox = TestFoxScene::new(raylib, rl_thread);
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let scene_playable = PlayableScene::new(raylib, rl_thread, constants);
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let scene_main_menu = MainMenu::new(raylib, rl_thread, constants, game_settings);
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let scene_pause_menu = PauseMenu::new(raylib, rl_thread, constants, game_settings);
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let scene_cutscenes = CutScenes::new(raylib, rl_thread, constants, game_settings);
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Self {
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menu_control_signal: MenuStateSignal::DoMainMenu,
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needs_exit: false,
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audio_subsystem,
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scene_test_fox,
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scene_playable,
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scene_main_menu,
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scene_pause_menu,
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scene_cutscenes,
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}
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}
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/// This is called every frame once the game has started.
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///
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/// Keep in mind everything you do here will block the main thread (no loading files plz)
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pub async fn process_ingame_frame(
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&mut self,
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raylib: &mut RaylibHandle,
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rl_thread: &RaylibThread,
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discord: &DiscordChannel,
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global_resources: &GlobalResources,
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constants: &ProjectConstants,
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game_settings: &mut PersistentGameSettings,
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save_state: &mut GameSaveState,
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) {
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// Render the main menu if in it, otherwise, render the game
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match &self.menu_control_signal {
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MenuStateSignal::StartGame => {
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self.menu_control_signal = self
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.scene_playable
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.render_frame(
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raylib,
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rl_thread,
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&discord,
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global_resources,
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constants,
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&mut self.audio_subsystem,
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)
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.await;
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self.scene_playable.update_physics(raylib, constants).await;
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// Clear the menu system discord status
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self.scene_main_menu.has_updated_discord_rpc = false;
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}
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MenuStateSignal::QuitGame => {
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self.needs_exit = true;
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}
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MenuStateSignal::DoMainMenu => {
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self.menu_control_signal = self
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.scene_main_menu
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.render_main_menu_frame(
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raylib,
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rl_thread,
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discord,
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global_resources,
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constants,
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&mut self.audio_subsystem,
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game_settings,
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)
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.await;
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// Clear the ingame discord status
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self.scene_playable.has_updated_discord_rpc = false;
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}
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MenuStateSignal::DoOptions => {
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self.menu_control_signal = self
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.scene_main_menu
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.render_options_frame(raylib, rl_thread, discord, global_resources, constants)
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.await
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}
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MenuStateSignal::DoCredits => {
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self.menu_control_signal = self
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.scene_main_menu
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.render_credits_frame(
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raylib,
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rl_thread,
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discord,
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global_resources,
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constants,
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&mut self.audio_subsystem,
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)
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.await
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}
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MenuStateSignal::DoLeaderboard => {
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self.menu_control_signal = self
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.scene_main_menu
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.render_leaderboard_frame(
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raylib,
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rl_thread,
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discord,
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global_resources,
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constants,
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&mut self.audio_subsystem,
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)
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.await
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}
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MenuStateSignal::DoPauseMenu => {
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self.menu_control_signal = self
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.scene_pause_menu
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.render_pause_menu_frame(
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raylib,
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rl_thread,
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discord,
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global_resources,
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constants,
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&mut self.audio_subsystem,
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)
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.await;
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}
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MenuStateSignal::DoIntroCutscene => {
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self.menu_control_signal = self
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.scene_cutscenes
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.render_bartender_cutscene_frame(
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raylib,
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rl_thread,
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discord,
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global_resources,
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constants,
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&mut self.audio_subsystem,
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)
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.await;
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}
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MenuStateSignal::DoMeltedDeathCutscene { playtime } => {
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self.menu_control_signal = self
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.scene_cutscenes
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.render_melted_cutscene_frame(
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raylib,
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rl_thread,
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discord,
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global_resources,
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constants,
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&mut self.audio_subsystem,
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playtime,
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)
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.await;
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}
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MenuStateSignal::DoFinishedCutscene { playtime } => {
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self.menu_control_signal = self
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.scene_cutscenes
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.render_finished_cutscene_frame(
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raylib,
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rl_thread,
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discord,
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global_resources,
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constants,
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&mut self.audio_subsystem,
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playtime,
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)
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.await;
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}
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MenuStateSignal::DoOceanCutscene { playtime } => {
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self.menu_control_signal = self
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.scene_cutscenes
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.render_ocean_cutscene_frame(
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raylib,
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rl_thread,
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discord,
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global_resources,
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constants,
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&mut self.audio_subsystem,
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playtime,
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)
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.await;
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}
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}
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}
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}
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impl Drop for SceneRenderDelegate {
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/// If you need anything to happen when the game closes, stick it here.
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fn drop(&mut self) {}
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}
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