pub enum CharacterState {
Show 42 variants Idle(Data), Crawl, Climb(Data), Sit, Dance, Talk, Glide(Data), GlideWield(Data), Stunned(Data), BasicBlock(Data), Equipping(Data), Wielding(Data), Roll(Data), BasicMelee(Data), BasicRanged(Data), Boost(Data), DashMelee(Data), ComboMelee2(Data), LeapMelee(Data), LeapShockwave(Data), ChargedRanged(Data), ChargedMelee(Data), RepeaterRanged(Data), Shockwave(Data), BasicBeam(Data), BasicAura(Data), StaticAura(Data), Blink(Data), BasicSummon(Data), SelfBuff(Data), SpriteSummon(Data), UseItem(Data), Interact(Data), Wallrun(Data), Skate(Data), Music(Data), FinisherMelee(Data), DiveMelee(Data), RiposteMelee(Data), RapidMelee(Data), Transform(Data), RegrowHead(Data),
}

Variants§

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Idle(Data)

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Crawl

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Climb(Data)

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Sit

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Dance

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Talk

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Glide(Data)

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GlideWield(Data)

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Stunned(Data)

A stunned state

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BasicBlock(Data)

A basic blocking state

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Equipping(Data)

Player is busy equipping or unequipping weapons

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Wielding(Data)

Player is holding a weapon and can perform other actions

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Roll(Data)

A dodge where player can roll

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BasicMelee(Data)

A basic melee attack (e.g. sword)

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BasicRanged(Data)

A basic ranged attack (e.g. bow)

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Boost(Data)

A force will boost you into a direction for some duration

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DashMelee(Data)

Dash forward and then attack

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ComboMelee2(Data)

A state where you progress through multiple melee attacks

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LeapMelee(Data)

A leap followed by a small aoe ground attack

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LeapShockwave(Data)

A leap followed by a shockwave

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ChargedRanged(Data)

A charged ranged attack (e.g. bow)

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ChargedMelee(Data)

A charged melee attack

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RepeaterRanged(Data)

A repeating ranged attack

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Shockwave(Data)

A ground shockwave attack

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BasicBeam(Data)

A continuous attack that affects all creatures in a cone originating from the source

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BasicAura(Data)

Creates an aura that persists as long as you are actively casting

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StaticAura(Data)

Creates an aura that is attached to a pseudo entity, so it doesn’t move with you Optionally allows for sprites to be created as well

A short teleport that targets either a position or entity

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BasicSummon(Data)

Summons creatures that fight for the caster

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SelfBuff(Data)

Inserts a buff on the caster

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SpriteSummon(Data)

Creates sprites around the caster

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UseItem(Data)

Handles logic for using an item so it is not simply instant

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Interact(Data)

Handles logic for interacting with a sprite or an entity, e.g. using a chest, picking a plant, helping a downed entity up

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Wallrun(Data)

Runs on the wall

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Skate(Data)

Ice skating or skiing

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Music(Data)

Play music instrument

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FinisherMelee(Data)

Melee attack that scales off and consumes combo

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DiveMelee(Data)

State entered when diving, melee attack triggered upon landing on the ground

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RiposteMelee(Data)

Attack that attempts to parry, and if it parries moves to an attack

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RapidMelee(Data)

A series of consecutive, identical attacks that only go through buildup and recover once for the entire state

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Transform(Data)

Transforms an entity into another

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RegrowHead(Data)

Regrow a missing head

Implementations§

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impl CharacterState

pub fn is_wield(&self) -> bool

pub fn can_interact(&self) -> bool

If this state can manipulate loadout, interact with sprites etc.

pub fn was_wielded(&self) -> bool

pub fn is_glide_wielded(&self) -> bool

pub fn is_stealthy(&self) -> bool

pub fn should_follow_look(&self) -> bool

pub fn is_attack(&self) -> bool

pub fn is_aimed(&self) -> bool

pub fn is_using_hands(&self) -> bool

pub fn is_parry(&self, attack_source: AttackSource) -> bool

pub fn is_block(&self, attack_source: AttackSource) -> bool

pub fn block_angle(&self) -> f32

In radians

pub fn is_dodge(&self) -> bool

pub fn is_glide(&self) -> bool

pub fn is_skate(&self) -> bool

pub fn is_music(&self) -> bool

pub fn roll_attack_immunities(&self) -> Option<AttackFilters>

pub fn is_stunned(&self) -> bool

pub fn is_forced_movement(&self) -> bool

pub fn is_melee_attack(&self) -> bool

pub fn is_beam_attack(&self) -> bool

pub fn can_perform_mounted(&self) -> bool

pub fn is_sitting(&self) -> bool

pub fn same_variant(&self, other: &CharacterState) -> bool

Compares for shallow equality (does not check internal struct equality)

pub fn behavior( &self, j: &JoinData<'_>, output_events: &mut OutputEvents<'_, '_>, ) -> StateUpdate

pub fn handle_event( &self, j: &JoinData<'_>, output_events: &mut OutputEvents<'_, '_>, action: ControlAction, ) -> StateUpdate

pub fn footwear(&self) -> Option<Friction>

pub fn ability_info(&self) -> Option<AbilityInfo>

pub fn stage_section(&self) -> Option<StageSection>

pub fn durations(&self) -> Option<DurationsInfo>

pub fn timer(&self) -> Option<Duration>

pub fn attack_kind(&self) -> Option<AttackSource>

Trait Implementations§

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impl Clone for CharacterState

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fn clone(&self) -> CharacterState

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for CharacterState

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type Storage = DerefFlaggedStorage<CharacterState, VecStorage<CharacterState>>

Associated storage type for this component.
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impl Debug for CharacterState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for CharacterState

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fn default() -> CharacterState

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for CharacterState

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fn deserialize<__D>( __deserializer: __D, ) -> Result<CharacterState, <__D as Deserializer<'de>>::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Display for CharacterState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl From<&CharacterState> for CharacterAbilityType

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fn from(state: &CharacterState) -> CharacterAbilityType

Converts to this type from the input type.
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impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState

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fn from(_: (&CharacterAbility, AbilityInfo, &JoinData<'_>)) -> CharacterState

Converts to this type from the input type.
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impl From<CharacterState> for EcsCompPacket

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fn from(other: CharacterState) -> EcsCompPacket

Converts to this type from the input type.
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impl NetSync for CharacterState

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const SYNC_FROM: SyncFrom = SyncFrom::AnyEntity

Determines what for entities this component is synced to the client. Read more
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fn pre_insert(&mut self, world: &World)

Allows making modifications before the synced component is inserted on the client.
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fn pre_modify(&mut self, world: &World)

Allows making modifications before the synced component is overwritten with this version on the client.
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impl PartialEq for CharacterState

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fn eq(&self, other: &CharacterState) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for CharacterState

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fn serialize<__S>( &self, __serializer: __S, ) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl TryFrom<EcsCompPacket> for CharacterState

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type Error = InvalidType

The type returned in the event of a conversion error.
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fn try_from(other: EcsCompPacket) -> Result<CharacterState, Self::Error>

Performs the conversion.
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impl StructuralPartialEq for CharacterState

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Immutably borrows from an owned value. Read more
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default unsafe fn clone_to_uninit(&self, dst: *mut T)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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type Data = C

(De)Serializable data representation for data type
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type Error = Infallible

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where F: FnMut(Entity) -> Option<M>,

Convert this data type into serializable form (Data) using entity to marker mapping function
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where F: FnMut(M) -> Option<Entity>,

Convert this data from a deserializable form (Data) using entity to marker mapping function
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Instruments this type with the provided [Span], returning an Instrumented wrapper. Read more
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