pub struct AchievementBuilder<Player, State, Trigger, Metadata> { /* private fields */ }Expand description
Builder for constructing Achievement instances with typed parameters.
Implementations§
Source§impl<Player, State, Trigger, Metadata> AchievementBuilder<Player, State, Trigger, Metadata>
impl<Player, State, Trigger, Metadata> AchievementBuilder<Player, State, Trigger, Metadata>
Sourcepub fn evaluator<P, S, T>(
self,
evaluator: impl IntoDynEvaluator<P, S, T>,
) -> AchievementBuilder<P, S, T, Metadata>
pub fn evaluator<P, S, T>( self, evaluator: impl IntoDynEvaluator<P, S, T>, ) -> AchievementBuilder<P, S, T, Metadata>
Sets the evaluator that determines when the achievement is awarded.
Sourcepub fn metadata<T>(
self,
metadata: T,
) -> AchievementBuilder<Player, State, Trigger, T>
pub fn metadata<T>( self, metadata: T, ) -> AchievementBuilder<Player, State, Trigger, T>
Sets the metadata associated with the achievement.
Sourcepub fn audio_path<P: Into<PathBuf>>(self, audio_path: P) -> Self
pub fn audio_path<P: Into<PathBuf>>(self, audio_path: P) -> Self
Optionally sets a path to audio to play when the achievement is awarded.
Sourcepub fn hot_duration(self, hot_duration: Duration) -> Self
pub fn hot_duration(self, hot_duration: Duration) -> Self
Optionally sets a duration for which the achievement remains “hot” after being awarded.
Sourcepub fn build(
self,
) -> Result<Achievement<Metadata, Player, State, Trigger>, BuilderError>
pub fn build( self, ) -> Result<Achievement<Metadata, Player, State, Trigger>, BuilderError>
Attempts to build an achievement, returning an error if required fields are missing.
§Errors
Returns BuilderError::MissingField if id or evaluator was not set.
Trait Implementations§
Auto Trait Implementations§
impl<Player, State, Trigger, Metadata> !RefUnwindSafe for AchievementBuilder<Player, State, Trigger, Metadata>
impl<Player, State, Trigger, Metadata> !UnwindSafe for AchievementBuilder<Player, State, Trigger, Metadata>
impl<Player, State, Trigger, Metadata> Freeze for AchievementBuilder<Player, State, Trigger, Metadata>where
Metadata: Freeze,
impl<Player, State, Trigger, Metadata> Send for AchievementBuilder<Player, State, Trigger, Metadata>where
Metadata: Send,
impl<Player, State, Trigger, Metadata> Sync for AchievementBuilder<Player, State, Trigger, Metadata>where
Metadata: Sync,
impl<Player, State, Trigger, Metadata> Unpin for AchievementBuilder<Player, State, Trigger, Metadata>where
Metadata: Unpin,
impl<Player, State, Trigger, Metadata> UnsafeUnpin for AchievementBuilder<Player, State, Trigger, Metadata>where
Metadata: UnsafeUnpin,
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
Source§impl<T> Erasable for T
impl<T> Erasable for T
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§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