pub struct EntityDef {Show 22 fields
pub id: String,
pub name: Option<String>,
pub kind: EntityKind,
pub category: String,
pub width: f32,
pub height: f32,
pub eye_height: Option<f32>,
pub fire_immune: bool,
pub no_gravity: bool,
pub pushable: Option<bool>,
pub solid: bool,
pub tracking_range: u32,
pub update_interval: u32,
pub attributes: Ordered<f64>,
pub model: Option<String>,
pub animations: Option<String>,
pub clips: Ordered<String>,
pub spawn_egg: Option<[u32; 2]>,
pub goals: Vec<String>,
pub ticks: bool,
pub place_sound: Option<String>,
pub break_sound: Option<String>,
}Expand description
An entity type to register (.yentity). Its look is a body model
(model, .ymodel) with clips by state; what it does beyond goals is
the mod’s code (entity events, a tick of its own).
Fields§
§id: String§name: Option<String>Its name (a text or a @Set.key resource); default: the id’s lang key.
kind: EntityKind§category: StringIts spawn group (MobCategory): misc, monster, creature,
ambient, water_creature, water_ambient, underground_water_creature.
width: f32Hitbox, blocks.
height: f32§eye_height: Option<f32>Eye height, blocks; default 85% of the height.
fire_immune: boolLava and fire don’t hurt it.
no_gravity: boolIt doesn’t fall.
pushable: Option<bool>Others push it (living things by default).
solid: boolOthers stand on and bump into it as into a block (a boat).
tracking_range: u32How far players see it, chunks.
update_interval: u32How often its movement is sent, ticks.
attributes: Ordered<f64>Living and mob attributes by id: max_health, movement_speed,
attack_damage, follow_range, armor, knockback_resistance… (the
game’s, minecraft: optional, or a mod’s).
model: Option<String>Its body model (.ymodel id); none: the mod draws it (on_body).
animations: Option<String>Its clips (.yanim id).
clips: Ordered<String>Clip by state: idle, walk, attack, hurt, death, or the mod’s
own states (entity data yog:state).
spawn_egg: Option<[u32; 2]>Spawn egg colors [base, spots] (0xRRGGBB); none: no egg.
goals: Vec<String>Mobs’ AI goals, in priority order — the game’s by name: float,
panic, melee_attack, wander, look_at_player,
look_around, target_player, avoid_player.
ticks: boolThe mod handles each tick of every entity of this type
(on_entity_tick).
place_sound: Option<String>A hanging thing’s sound events when it’s placed and when it breaks; default: a painting’s.
break_sound: Option<String>Implementations§
Trait Implementations§
Source§impl Schema for EntityDef
impl Schema for EntityDef
Auto Trait Implementations§
impl Freeze for EntityDef
impl RefUnwindSafe for EntityDef
impl Send for EntityDef
impl Sync for EntityDef
impl Unpin for EntityDef
impl UnsafeUnpin for EntityDef
impl UnwindSafe for EntityDef
Blanket Implementations§
Source§impl<T> ArchivePointee for T
impl<T> ArchivePointee for T
Source§type ArchivedMetadata = ()
type ArchivedMetadata = ()
Source§fn pointer_metadata(
_: &<T as ArchivePointee>::ArchivedMetadata,
) -> <T as Pointee>::Metadata
fn pointer_metadata( _: &<T as ArchivePointee>::ArchivedMetadata, ) -> <T as Pointee>::Metadata
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
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> LayoutRaw for T
impl<T> LayoutRaw for T
Source§fn layout_raw(_: <T as Pointee>::Metadata) -> Result<Layout, LayoutError>
fn layout_raw(_: <T as Pointee>::Metadata) -> Result<Layout, LayoutError>
Source§impl<T, N1, N2> Niching<NichedOption<T, N1>> for N2
impl<T, N1, N2> Niching<NichedOption<T, N1>> for N2
Source§unsafe fn is_niched(niched: *const NichedOption<T, N1>) -> bool
unsafe fn is_niched(niched: *const NichedOption<T, N1>) -> bool
Source§fn resolve_niched(out: Place<NichedOption<T, N1>>)
fn resolve_niched(out: Place<NichedOption<T, N1>>)
out indicating that a T is niched.