Struct veloren_common::states::behavior::JoinData
source · pub struct JoinData<'a> {Show 36 fields
pub entity: Entity,
pub uid: &'a Uid,
pub character: &'a CharacterState,
pub character_activity: &'a CharacterActivity,
pub pos: &'a Pos,
pub vel: &'a Vel,
pub ori: &'a Ori,
pub scale: Option<&'a Scale>,
pub mass: &'a Mass,
pub density: &'a Density,
pub dt: &'a DeltaTime,
pub time: &'a Time,
pub controller: &'a Controller,
pub inputs: &'a ControllerInputs,
pub health: Option<&'a Health>,
pub heads: Option<&'a Heads>,
pub energy: &'a Energy,
pub inventory: Option<&'a Inventory>,
pub body: &'a Body,
pub physics: &'a PhysicsState,
pub melee_attack: Option<&'a Melee>,
pub updater: &'a LazyUpdate,
pub stats: &'a Stats,
pub skill_set: &'a SkillSet,
pub active_abilities: Option<&'a ActiveAbilities>,
pub ability_map: &'a AbilityMap,
pub msm: &'a MaterialStatManifest,
pub combo: Option<&'a Combo>,
pub alignment: Option<&'a Alignment>,
pub terrain: &'a TerrainGrid,
pub mount_data: Option<&'a Is<Rider>>,
pub volume_mount_data: Option<&'a Is<VolumeRider>>,
pub stance: Option<&'a Stance>,
pub id_maps: &'a Read<'a, IdMaps>,
pub alignments: &'a ReadStorage<'a, Alignment>,
pub prev_phys_caches: &'a ReadStorage<'a, PreviousPhysCache>,
}
Expand description
Read-Only Data sent from Character Behavior System to behavior fn’s
Fields§
§entity: Entity
§uid: &'a Uid
§character: &'a CharacterState
§character_activity: &'a CharacterActivity
§pos: &'a Pos
§vel: &'a Vel
§ori: &'a Ori
§scale: Option<&'a Scale>
§mass: &'a Mass
§density: &'a Density
§dt: &'a DeltaTime
§time: &'a Time
§controller: &'a Controller
§inputs: &'a ControllerInputs
§health: Option<&'a Health>
§heads: Option<&'a Heads>
§energy: &'a Energy
§inventory: Option<&'a Inventory>
§body: &'a Body
§physics: &'a PhysicsState
§melee_attack: Option<&'a Melee>
§updater: &'a LazyUpdate
§stats: &'a Stats
§skill_set: &'a SkillSet
§active_abilities: Option<&'a ActiveAbilities>
§ability_map: &'a AbilityMap
§msm: &'a MaterialStatManifest
§combo: Option<&'a Combo>
§alignment: Option<&'a Alignment>
§terrain: &'a TerrainGrid
§mount_data: Option<&'a Is<Rider>>
§volume_mount_data: Option<&'a Is<VolumeRider>>
§stance: Option<&'a Stance>
§id_maps: &'a Read<'a, IdMaps>
§alignments: &'a ReadStorage<'a, Alignment>
§prev_phys_caches: &'a ReadStorage<'a, PreviousPhysCache>
Implementations§
source§impl<'a> JoinData<'a>
impl<'a> JoinData<'a>
pub fn new( j: &'a JoinStruct<'a>, updater: &'a LazyUpdate, dt: &'a DeltaTime, time: &'a Time, msm: &'a MaterialStatManifest, ability_map: &'a AbilityMap, ) -> Self
Trait Implementations§
Auto Trait Implementations§
impl<'a> Freeze for JoinData<'a>
impl<'a> !RefUnwindSafe for JoinData<'a>
impl<'a> Send for JoinData<'a>
impl<'a> Sync for JoinData<'a>
impl<'a> Unpin for JoinData<'a>
impl<'a> !UnwindSafe for JoinData<'a>
Blanket Implementations§
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
§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moresource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read more