pub struct RollAnimation;Trait Implementations§
Source§impl Animation for RollAnimation
impl Animation for RollAnimation
type Dependency<'a> = (Option<ToolKind>, Option<ToolKind>, (Option<Hands>, Option<Hands>), bool, Vec3<f32>, Vec3<f32>, f32, Option<StageSection>, Option<Dir>)
type Skeleton = CharacterSkeleton
Source§fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, second_tool_kind, hands, wield_status, orientation, last_ori, _global_time, stage_section, prev_aimed_dir): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton
fn update_skeleton_inner( skeleton: &Self::Skeleton, (active_tool_kind, second_tool_kind, hands, wield_status, orientation, last_ori, _global_time, stage_section, prev_aimed_dir): Self::Dependency<'_>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton
Returns a new skeleton that is generated by the animation.
Auto Trait Implementations§
impl Freeze for RollAnimation
impl RefUnwindSafe for RollAnimation
impl Send for RollAnimation
impl Sync for RollAnimation
impl Unpin for RollAnimation
impl UnwindSafe for RollAnimation
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
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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>
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