pub trait CharacterBehavior {
Show 15 methods
// Required method
fn behavior(
&self,
data: &JoinData<'_>,
output_events: &mut OutputEvents<'_, '_>,
) -> StateUpdate;
// Provided methods
fn swap_equipped_weapons(
&self,
data: &JoinData<'_>,
_output_events: &mut OutputEvents<'_, '_>,
) -> StateUpdate { ... }
fn manipulate_loadout(
&self,
data: &JoinData<'_>,
_output_events: &mut OutputEvents<'_, '_>,
_inv_action: InventoryAction,
) -> StateUpdate { ... }
fn wield(
&self,
data: &JoinData<'_>,
_output_events: &mut OutputEvents<'_, '_>,
) -> StateUpdate { ... }
fn glide_wield(
&self,
data: &JoinData<'_>,
_output_events: &mut OutputEvents<'_, '_>,
) -> StateUpdate { ... }
fn unwield(
&self,
data: &JoinData<'_>,
_output_events: &mut OutputEvents<'_, '_>,
) -> StateUpdate { ... }
fn sit(
&self,
data: &JoinData<'_>,
_output_events: &mut OutputEvents<'_, '_>,
) -> StateUpdate { ... }
fn dance(
&self,
data: &JoinData<'_>,
_output_events: &mut OutputEvents<'_, '_>,
) -> StateUpdate { ... }
fn pet(
&self,
data: &JoinData<'_>,
_output_events: &mut OutputEvents<'_, '_>,
_target_uid: Uid,
) -> StateUpdate { ... }
fn sneak(
&self,
data: &JoinData<'_>,
_output_events: &mut OutputEvents<'_, '_>,
) -> StateUpdate { ... }
fn stand(
&self,
data: &JoinData<'_>,
_output_events: &mut OutputEvents<'_, '_>,
) -> StateUpdate { ... }
fn talk(
&self,
data: &JoinData<'_>,
_output_events: &mut OutputEvents<'_, '_>,
) -> StateUpdate { ... }
fn start_input(
&self,
data: &JoinData<'_>,
input: InputKind,
target_entity: Option<Uid>,
select_pos: Option<Vec3<f32>>,
) -> StateUpdate { ... }
fn cancel_input(&self, data: &JoinData<'_>, input: InputKind) -> StateUpdate { ... }
fn handle_event(
&self,
data: &JoinData<'_>,
output_events: &mut OutputEvents<'_, '_>,
event: ControlAction,
) -> StateUpdate { ... }
}