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//! In this example we: //! * Create a `BrawlMod` from a brawl mod sd card folder and a brawl dump folder. //! * Load `Fighter`s from the brawl_mod. //! This is the raw data from the fighter folder, stored in a tree of structs. //! * Create a `HighLevelFighter` from an exported brawl fighter directory. //! This contains processed data from the `Fighter` struct, stored in a tree of structs. //! //! ```rust,no_run //! use brawllib_rs::brawl_mod::BrawlMod; //! use brawllib_rs::high_level_fighter::HighLevelFighter; //! use std::path::PathBuf; //! //! let brawl_path = PathBuf::from("path/to/a/brawl/dump/folder"); //! let mod_path = PathBuf::from("path/to/a/brawl/mod/sd/card/folder"); //! let brawl_mod = BrawlMod::new(&brawl_path, Some(&mod_path)); //! //! for fighter in brawl_mod.load_fighters(false).unwrap() { //! println!("Fighter name: {}", fighter.cased_name); //! println!("The name of the first model file name: {}", fighter.models[0].name); //! //! let hl_fighter = HighLevelFighter::new(&fighter); //! println!("Hurtboxes on the 4th frame of 'Run' action {:#?}", hl_fighter.subactions.iter().find(|x| x.name == "Run").unwrap().frames[4].hurt_boxes); //! } //! ``` #[macro_use] extern crate serde_derive; #[macro_use] extern crate bitflags; #[macro_use] extern crate log; pub mod arc; pub mod brawl_mod; pub mod bres; pub mod chr0; pub mod fighter; pub mod high_level_fighter; pub mod math; pub mod mbox; pub mod mdl0; pub mod plt0; pub mod renderer; pub mod resources; pub mod sakurai; pub mod script; pub mod script_ast; pub mod script_runner; pub mod user_data; pub mod wii_memory; pub mod wii_texture_formats; pub mod wiird_runner; mod util; mod action_names; mod fighter_maps; mod init_hack_script;