pub struct CharacterStateEventEmitters<'a> {Show 17 fields
combo: Option<Emitter<'a, ComboChangeEvent>>,
event: Option<Emitter<'a, AuraEvent>>,
shoot: Option<Emitter<'a, ShootEvent>>,
teleport_to: Option<Emitter<'a, TeleportToEvent>>,
shockwave: Option<Emitter<'a, ShockwaveEvent>>,
explosion: Option<Emitter<'a, ExplosionEvent>>,
buff: Option<Emitter<'a, BuffEvent>>,
inventory_manip: Option<Emitter<'a, InventoryManipEvent>>,
sprite_summon: Option<Emitter<'a, CreateSpriteEvent>>,
change_stance: Option<Emitter<'a, ChangeStanceEvent>>,
create_npc: Option<Emitter<'a, CreateNpcEvent>>,
energy_change: Option<Emitter<'a, EnergyChangeEvent>>,
knockback: Option<Emitter<'a, KnockbackEvent>>,
sprite_light: Option<Emitter<'a, ToggleSpriteLightEvent>>,
transform: Option<Emitter<'a, TransformEvent>>,
regrow_head: Option<Emitter<'a, RegrowHeadEvent>>,
create_aura_entity: Option<Emitter<'a, CreateAuraEntityEvent>>,
}
Fields§
§combo: Option<Emitter<'a, ComboChangeEvent>>
§event: Option<Emitter<'a, AuraEvent>>
§shoot: Option<Emitter<'a, ShootEvent>>
§teleport_to: Option<Emitter<'a, TeleportToEvent>>
§shockwave: Option<Emitter<'a, ShockwaveEvent>>
§explosion: Option<Emitter<'a, ExplosionEvent>>
§buff: Option<Emitter<'a, BuffEvent>>
§inventory_manip: Option<Emitter<'a, InventoryManipEvent>>
§sprite_summon: Option<Emitter<'a, CreateSpriteEvent>>
§change_stance: Option<Emitter<'a, ChangeStanceEvent>>
§create_npc: Option<Emitter<'a, CreateNpcEvent>>
§energy_change: Option<Emitter<'a, EnergyChangeEvent>>
§knockback: Option<Emitter<'a, KnockbackEvent>>
§sprite_light: Option<Emitter<'a, ToggleSpriteLightEvent>>
§transform: Option<Emitter<'a, TransformEvent>>
§regrow_head: Option<Emitter<'a, RegrowHeadEvent>>
§create_aura_entity: Option<Emitter<'a, CreateAuraEntityEvent>>
Implementations§
§impl<'a> CharacterStateEventEmitters<'a>
impl<'a> CharacterStateEventEmitters<'a>
pub fn append(&mut self, other: CharacterStateEventEmitters<'a>)
Trait Implementations§
§impl<'a> EmitExt<AuraEvent> for CharacterStateEventEmitters<'a>
impl<'a> EmitExt<AuraEvent> for CharacterStateEventEmitters<'a>
fn emit(&mut self, event: AuraEvent)
fn emit_many(&mut self, events: impl IntoIterator<Item = AuraEvent>)
§impl<'a> EmitExt<BuffEvent> for CharacterStateEventEmitters<'a>
impl<'a> EmitExt<BuffEvent> for CharacterStateEventEmitters<'a>
fn emit(&mut self, event: BuffEvent)
fn emit_many(&mut self, events: impl IntoIterator<Item = BuffEvent>)
§impl<'a> EmitExt<ChangeStanceEvent> for CharacterStateEventEmitters<'a>
impl<'a> EmitExt<ChangeStanceEvent> for CharacterStateEventEmitters<'a>
fn emit(&mut self, event: ChangeStanceEvent)
fn emit_many(&mut self, events: impl IntoIterator<Item = ChangeStanceEvent>)
§impl<'a> EmitExt<ComboChangeEvent> for CharacterStateEventEmitters<'a>
impl<'a> EmitExt<ComboChangeEvent> for CharacterStateEventEmitters<'a>
fn emit(&mut self, event: ComboChangeEvent)
fn emit_many(&mut self, events: impl IntoIterator<Item = ComboChangeEvent>)
§impl<'a> EmitExt<CreateAuraEntityEvent> for CharacterStateEventEmitters<'a>
impl<'a> EmitExt<CreateAuraEntityEvent> for CharacterStateEventEmitters<'a>
fn emit(&mut self, event: CreateAuraEntityEvent)
fn emit_many(&mut self, events: impl IntoIterator<Item = CreateAuraEntityEvent>)
§impl<'a> EmitExt<CreateNpcEvent> for CharacterStateEventEmitters<'a>
impl<'a> EmitExt<CreateNpcEvent> for CharacterStateEventEmitters<'a>
fn emit(&mut self, event: CreateNpcEvent)
fn emit_many(&mut self, events: impl IntoIterator<Item = CreateNpcEvent>)
§impl<'a> EmitExt<CreateSpriteEvent> for CharacterStateEventEmitters<'a>
impl<'a> EmitExt<CreateSpriteEvent> for CharacterStateEventEmitters<'a>
fn emit(&mut self, event: CreateSpriteEvent)
fn emit_many(&mut self, events: impl IntoIterator<Item = CreateSpriteEvent>)
§impl<'a> EmitExt<EnergyChangeEvent> for CharacterStateEventEmitters<'a>
impl<'a> EmitExt<EnergyChangeEvent> for CharacterStateEventEmitters<'a>
fn emit(&mut self, event: EnergyChangeEvent)
fn emit_many(&mut self, events: impl IntoIterator<Item = EnergyChangeEvent>)
§impl<'a> EmitExt<ExplosionEvent> for CharacterStateEventEmitters<'a>
impl<'a> EmitExt<ExplosionEvent> for CharacterStateEventEmitters<'a>
fn emit(&mut self, event: ExplosionEvent)
fn emit_many(&mut self, events: impl IntoIterator<Item = ExplosionEvent>)
§impl<'a> EmitExt<InventoryManipEvent> for CharacterStateEventEmitters<'a>
impl<'a> EmitExt<InventoryManipEvent> for CharacterStateEventEmitters<'a>
fn emit(&mut self, event: InventoryManipEvent)
fn emit_many(&mut self, events: impl IntoIterator<Item = InventoryManipEvent>)
§impl<'a> EmitExt<KnockbackEvent> for CharacterStateEventEmitters<'a>
impl<'a> EmitExt<KnockbackEvent> for CharacterStateEventEmitters<'a>
fn emit(&mut self, event: KnockbackEvent)
fn emit_many(&mut self, events: impl IntoIterator<Item = KnockbackEvent>)
§impl<'a> EmitExt<RegrowHeadEvent> for CharacterStateEventEmitters<'a>
impl<'a> EmitExt<RegrowHeadEvent> for CharacterStateEventEmitters<'a>
fn emit(&mut self, event: RegrowHeadEvent)
fn emit_many(&mut self, events: impl IntoIterator<Item = RegrowHeadEvent>)
§impl<'a> EmitExt<ShockwaveEvent> for CharacterStateEventEmitters<'a>
impl<'a> EmitExt<ShockwaveEvent> for CharacterStateEventEmitters<'a>
fn emit(&mut self, event: ShockwaveEvent)
fn emit_many(&mut self, events: impl IntoIterator<Item = ShockwaveEvent>)
§impl<'a> EmitExt<ShootEvent> for CharacterStateEventEmitters<'a>
impl<'a> EmitExt<ShootEvent> for CharacterStateEventEmitters<'a>
fn emit(&mut self, event: ShootEvent)
fn emit_many(&mut self, events: impl IntoIterator<Item = ShootEvent>)
§impl<'a> EmitExt<TeleportToEvent> for CharacterStateEventEmitters<'a>
impl<'a> EmitExt<TeleportToEvent> for CharacterStateEventEmitters<'a>
fn emit(&mut self, event: TeleportToEvent)
fn emit_many(&mut self, events: impl IntoIterator<Item = TeleportToEvent>)
§impl<'a> EmitExt<ToggleSpriteLightEvent> for CharacterStateEventEmitters<'a>
impl<'a> EmitExt<ToggleSpriteLightEvent> for CharacterStateEventEmitters<'a>
fn emit(&mut self, event: ToggleSpriteLightEvent)
fn emit_many( &mut self, events: impl IntoIterator<Item = ToggleSpriteLightEvent>, )
§impl<'a> EmitExt<TransformEvent> for CharacterStateEventEmitters<'a>
impl<'a> EmitExt<TransformEvent> for CharacterStateEventEmitters<'a>
fn emit(&mut self, event: TransformEvent)
fn emit_many(&mut self, events: impl IntoIterator<Item = TransformEvent>)
Auto Trait Implementations§
impl<'a> Freeze for CharacterStateEventEmitters<'a>
impl<'a> RefUnwindSafe for CharacterStateEventEmitters<'a>
impl<'a> Send for CharacterStateEventEmitters<'a>
impl<'a> Sync for CharacterStateEventEmitters<'a>
impl<'a> Unpin for CharacterStateEventEmitters<'a>
impl<'a> UnwindSafe for CharacterStateEventEmitters<'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