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>>,
}

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§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§

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impl<'a> CharacterStateEventEmitters<'a>

pub fn append(&mut self, other: CharacterStateEventEmitters<'a>)

Trait Implementations§

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impl<'a> EmitExt<AuraEvent> for CharacterStateEventEmitters<'a>

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fn emit(&mut self, event: AuraEvent)

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fn emit_many(&mut self, events: impl IntoIterator<Item = AuraEvent>)

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impl<'a> EmitExt<BuffEvent> for CharacterStateEventEmitters<'a>

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fn emit(&mut self, event: BuffEvent)

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fn emit_many(&mut self, events: impl IntoIterator<Item = BuffEvent>)

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impl<'a> EmitExt<ChangeStanceEvent> for CharacterStateEventEmitters<'a>

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fn emit(&mut self, event: ChangeStanceEvent)

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fn emit_many(&mut self, events: impl IntoIterator<Item = ChangeStanceEvent>)

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impl<'a> EmitExt<ComboChangeEvent> for CharacterStateEventEmitters<'a>

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fn emit(&mut self, event: ComboChangeEvent)

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fn emit_many(&mut self, events: impl IntoIterator<Item = ComboChangeEvent>)

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impl<'a> EmitExt<CreateAuraEntityEvent> for CharacterStateEventEmitters<'a>

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fn emit(&mut self, event: CreateAuraEntityEvent)

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fn emit_many(&mut self, events: impl IntoIterator<Item = CreateAuraEntityEvent>)

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impl<'a> EmitExt<CreateNpcEvent> for CharacterStateEventEmitters<'a>

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fn emit(&mut self, event: CreateNpcEvent)

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fn emit_many(&mut self, events: impl IntoIterator<Item = CreateNpcEvent>)

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impl<'a> EmitExt<CreateSpriteEvent> for CharacterStateEventEmitters<'a>

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fn emit(&mut self, event: CreateSpriteEvent)

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fn emit_many(&mut self, events: impl IntoIterator<Item = CreateSpriteEvent>)

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impl<'a> EmitExt<EnergyChangeEvent> for CharacterStateEventEmitters<'a>

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fn emit(&mut self, event: EnergyChangeEvent)

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fn emit_many(&mut self, events: impl IntoIterator<Item = EnergyChangeEvent>)

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impl<'a> EmitExt<ExplosionEvent> for CharacterStateEventEmitters<'a>

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fn emit(&mut self, event: ExplosionEvent)

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fn emit_many(&mut self, events: impl IntoIterator<Item = ExplosionEvent>)

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impl<'a> EmitExt<InventoryManipEvent> for CharacterStateEventEmitters<'a>

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fn emit(&mut self, event: InventoryManipEvent)

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fn emit_many(&mut self, events: impl IntoIterator<Item = InventoryManipEvent>)

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impl<'a> EmitExt<KnockbackEvent> for CharacterStateEventEmitters<'a>

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fn emit(&mut self, event: KnockbackEvent)

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fn emit_many(&mut self, events: impl IntoIterator<Item = KnockbackEvent>)

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impl<'a> EmitExt<RegrowHeadEvent> for CharacterStateEventEmitters<'a>

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fn emit(&mut self, event: RegrowHeadEvent)

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fn emit_many(&mut self, events: impl IntoIterator<Item = RegrowHeadEvent>)

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impl<'a> EmitExt<ShockwaveEvent> for CharacterStateEventEmitters<'a>

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fn emit(&mut self, event: ShockwaveEvent)

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fn emit_many(&mut self, events: impl IntoIterator<Item = ShockwaveEvent>)

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impl<'a> EmitExt<ShootEvent> for CharacterStateEventEmitters<'a>

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fn emit(&mut self, event: ShootEvent)

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fn emit_many(&mut self, events: impl IntoIterator<Item = ShootEvent>)

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impl<'a> EmitExt<TeleportToEvent> for CharacterStateEventEmitters<'a>

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fn emit(&mut self, event: TeleportToEvent)

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fn emit_many(&mut self, events: impl IntoIterator<Item = TeleportToEvent>)

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impl<'a> EmitExt<ToggleSpriteLightEvent> for CharacterStateEventEmitters<'a>

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fn emit(&mut self, event: ToggleSpriteLightEvent)

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fn emit_many( &mut self, events: impl IntoIterator<Item = ToggleSpriteLightEvent>, )

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impl<'a> EmitExt<TransformEvent> for CharacterStateEventEmitters<'a>

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fn emit(&mut self, event: TransformEvent)

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fn emit_many(&mut self, events: impl IntoIterator<Item = TransformEvent>)

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