pub trait CharacterBehavior {
Show 16 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 crawl(
&self,
data: &JoinData<'_>,
_output_events: &mut OutputEvents<'_, '_>,
) -> StateUpdate { ... }
fn dance(
&self,
data: &JoinData<'_>,
_output_events: &mut OutputEvents<'_, '_>,
) -> 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<'_, '_>,
_tgt: Option<Uid>,
) -> StateUpdate { ... }
fn on_input(
&self,
data: &JoinData<'_>,
_input: InputKind,
_output_events: &mut OutputEvents<'_, '_>,
) -> StateUpdate { ... }
fn start_input(
&self,
data: &JoinData<'_>,
input: InputKind,
target_entity: Option<Uid>,
select_pos: Option<Vec3<f32>>,
output_events: &mut OutputEvents<'_, '_>,
) -> StateUpdate { ... }
fn cancel_input(&self, data: &JoinData<'_>, input: InputKind) -> StateUpdate { ... }
fn handle_event(
&self,
data: &JoinData<'_>,
output_events: &mut OutputEvents<'_, '_>,
event: ControlAction,
) -> StateUpdate { ... }
}Required Methods§
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 crawl( &self, data: &JoinData<'_>, _output_events: &mut OutputEvents<'_, '_>, ) -> StateUpdate
fn dance( &self, data: &JoinData<'_>, _output_events: &mut OutputEvents<'_, '_>, ) -> 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<'_, '_>, _tgt: Option<Uid>, ) -> StateUpdate
fn on_input( &self, data: &JoinData<'_>, _input: InputKind, _output_events: &mut OutputEvents<'_, '_>, ) -> StateUpdate
fn start_input( &self, data: &JoinData<'_>, input: InputKind, target_entity: Option<Uid>, select_pos: Option<Vec3<f32>>, output_events: &mut OutputEvents<'_, '_>, ) -> StateUpdate
fn cancel_input(&self, data: &JoinData<'_>, input: InputKind) -> StateUpdate
fn handle_event( &self, data: &JoinData<'_>, output_events: &mut OutputEvents<'_, '_>, event: ControlAction, ) -> StateUpdate
Dyn Compatibility§
This trait is dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety".