Struct peppi::game::Player

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pub struct Player {
Show 15 fields pub port: Port, pub character: u8, pub type: PlayerType, pub stocks: u8, pub costume: u8, pub team: Option<Team>, pub handicap: u8, pub bitfield: u8, pub cpu_level: Option<u8>, pub offense_ratio: f32, pub defense_ratio: f32, pub model_scale: f32, pub ucf: Option<Ucf>, pub name_tag: Option<MeleeString>, pub netplay: Option<Netplay>,
}
Expand description

Information about each player such as character, team, stock count, etc.

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§port: Port§character: u8§type: PlayerType§stocks: u8

starting stock count

§costume: u8§team: Option<Team>§handicap: u8

handicap level; affects offense_ratio & defense_ratio

§bitfield: u8

miscellaneous flags (metal, stamina mode, etc)

§cpu_level: Option<u8>§offense_ratio: f32

knockback multiplier when this player hits another

§defense_ratio: f32

knockback multiplier when this player is hit

§model_scale: f32§ucf: Option<Ucf>

UCF info (added: v1.0)

§name_tag: Option<MeleeString>

in-game name-tag (added: v1.3)

§netplay: Option<Netplay>

netplay info (added: v3.9)

Trait Implementations§

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impl Clone for Player

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fn clone(&self) -> Player

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 Debug for Player

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

Formats the value using the given formatter. Read more
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impl PartialEq for Player

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fn eq(&self, other: &Player) -> 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 Player

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

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for Player

Auto Trait Implementations§

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impl Freeze for Player

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impl RefUnwindSafe for Player

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impl Send for Player

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impl Sync for Player

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impl Unpin for Player

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impl UnwindSafe for Player

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> DynClone for T
where T: Clone,

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fn __clone_box(&self, _: Private) -> *mut ()

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.