pub enum CharacterState {
Show 42 variants Idle(Data), Climb(Data), Sit, Dance, Talk, Pet(Data), Glide(Data), GlideWield(Data), Stunned(Data), BasicBlock(Data), Equipping(Data), Wielding(Data), Roll(Data), BasicMelee(Data), BasicRanged(Data), Boost(Data), DashMelee(Data), ComboMelee2(Data), LeapMelee(Data), LeapShockwave(Data), ChargedRanged(Data), ChargedMelee(Data), RepeaterRanged(Data), Shockwave(Data), BasicBeam(Data), BasicAura(Data), StaticAura(Data), Blink(Data), BasicSummon(Data), SelfBuff(Data), SpriteSummon(Data), UseItem(Data), SpriteInteract(Data), Wallrun(Data), Skate(Data), Music(Data), FinisherMelee(Data), DiveMelee(Data), RiposteMelee(Data), RapidMelee(Data), Transform(Data), RegrowHead(Data),
}

Variants§

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Idle(Data)

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Climb(Data)

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Sit

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Dance

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Talk

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Pet(Data)

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Glide(Data)

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GlideWield(Data)

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Stunned(Data)

A stunned state

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BasicBlock(Data)

A basic blocking state

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Equipping(Data)

Player is busy equipping or unequipping weapons

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Wielding(Data)

Player is holding a weapon and can perform other actions

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Roll(Data)

A dodge where player can roll

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BasicMelee(Data)

A basic melee attack (e.g. sword)

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BasicRanged(Data)

A basic ranged attack (e.g. bow)

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Boost(Data)

A force will boost you into a direction for some duration

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DashMelee(Data)

Dash forward and then attack

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ComboMelee2(Data)

A state where you progress through multiple melee attacks

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LeapMelee(Data)

A leap followed by a small aoe ground attack

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LeapShockwave(Data)

A leap followed by a shockwave

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ChargedRanged(Data)

A charged ranged attack (e.g. bow)

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ChargedMelee(Data)

A charged melee attack

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RepeaterRanged(Data)

A repeating ranged attack

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Shockwave(Data)

A ground shockwave attack

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BasicBeam(Data)

A continuous attack that affects all creatures in a cone originating from the source

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BasicAura(Data)

Creates an aura that persists as long as you are actively casting

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StaticAura(Data)

Creates an aura that is attached to a pseudo entity, so it doesn’t move with you Optionally allows for sprites to be created as well

A short teleport that targets either a position or entity

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BasicSummon(Data)

Summons creatures that fight for the caster

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SelfBuff(Data)

Inserts a buff on the caster

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SpriteSummon(Data)

Creates sprites around the caster

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UseItem(Data)

Handles logic for using an item so it is not simply instant

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SpriteInteract(Data)

Handles logic for interacting with a sprite, e.g. using a chest or picking a plant

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Wallrun(Data)

Runs on the wall

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Skate(Data)

Ice skating or skiing

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Music(Data)

Play music instrument

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FinisherMelee(Data)

Melee attack that scales off and consumes combo

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DiveMelee(Data)

State entered when diving, melee attack triggered upon landing on the ground

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RiposteMelee(Data)

Attack that attempts to parry, and if it parries moves to an attack

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RapidMelee(Data)

A series of consecutive, identical attacks that only go through buildup and recover once for the entire state

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Transform(Data)

Transforms an entity into another

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RegrowHead(Data)

Regrow a missing head

Implementations§

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impl CharacterState

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pub fn is_wield(&self) -> bool

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pub fn was_wielded(&self) -> bool

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pub fn is_glide_wielded(&self) -> bool

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pub fn is_stealthy(&self) -> bool

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pub fn should_follow_look(&self) -> bool

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pub fn is_attack(&self) -> bool

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pub fn is_aimed(&self) -> bool

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pub fn is_using_hands(&self) -> bool

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pub fn is_parry(&self, attack_source: AttackSource) -> bool

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pub fn is_block(&self, attack_source: AttackSource) -> bool

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pub fn block_angle(&self) -> f32

In radians

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pub fn is_dodge(&self) -> bool

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pub fn is_glide(&self) -> bool

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pub fn is_skate(&self) -> bool

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pub fn is_music(&self) -> bool

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pub fn roll_attack_immunities(&self) -> Option<AttackFilters>

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pub fn is_stunned(&self) -> bool

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pub fn is_forced_movement(&self) -> bool

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pub fn is_melee_attack(&self) -> bool

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pub fn is_beam_attack(&self) -> bool

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pub fn can_perform_mounted(&self) -> bool

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pub fn is_sitting(&self) -> bool

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pub fn same_variant(&self, other: &Self) -> bool

Compares for shallow equality (does not check internal struct equality)

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pub fn behavior( &self, j: &JoinData<'_>, output_events: &mut OutputEvents<'_, '_>, ) -> StateUpdate

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pub fn handle_event( &self, j: &JoinData<'_>, output_events: &mut OutputEvents<'_, '_>, action: ControlAction, ) -> StateUpdate

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pub fn footwear(&self) -> Option<Friction>

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pub fn ability_info(&self) -> Option<AbilityInfo>

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pub fn stage_section(&self) -> Option<StageSection>

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pub fn durations(&self) -> Option<DurationsInfo>

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pub fn timer(&self) -> Option<Duration>

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pub fn attack_kind(&self) -> Option<AttackSource>

Trait Implementations§

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impl Clone for CharacterState

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fn clone(&self) -> CharacterState

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for CharacterState

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type Storage = DerefFlaggedStorage<CharacterState, VecStorage<CharacterState>>

Associated storage type for this component.
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impl Debug for CharacterState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for CharacterState

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for CharacterState

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Display for CharacterState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl From<&CharacterState> for CharacterAbilityType

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fn from(state: &CharacterState) -> Self

Converts to this type from the input type.
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impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState

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fn from( (ability, ability_info, data): (&CharacterAbility, AbilityInfo, &JoinData<'_>), ) -> Self

Converts to this type from the input type.
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impl PartialEq for CharacterState

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fn eq(&self, other: &CharacterState) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for CharacterState

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for CharacterState

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impl<T> Any for T
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Gets the TypeId of self. Read more
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where T: ?Sized,

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Immutably borrows from an owned value. Read more
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default unsafe fn clone_to_uninit(&self, dst: *mut T)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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type Data = C

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type Error = Infallible

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where F: FnMut(Entity) -> Option<M>,

Convert this data type into serializable form (Data) using entity to marker mapping function
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where F: FnMut(M) -> Option<Entity>,

Convert this data from a deserializable form (Data) using entity to marker mapping function
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Instruments this type with the provided [Span], returning an Instrumented wrapper. Read more
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