pub struct StrikeStep {
pub windup: String,
pub hold: u32,
pub strike: String,
pub ticks_per_frame: Option<u32>,
pub on_land: Vec<QuestEffect>,
}Expand description
One step of a strike pattern: wind up, hold, strike, land.
How long the wind-up is and how hard the blow lands are the creator’s judgement, by spec-0016’s standing ruling: no telegraph rule and no one-shot rule.
Fields§
§windup: StringThe clip played first.
hold: u32Ticks the windup’s last frame is held before the strike clip starts.
strike: StringThe clip the blow is.
ticks_per_frame: Option<u32>The step’s pace: the keyframe cadence, in ticks per frame (1–20, the
rig’s own bounds), its wind-up and strike clips play at. Absent: each
clip’s own. The wind-up lasts 1 + (frames - 1) × cadence ticks, then
hold; the blow lands one cadence after the strike’s last frame.
on_land: Vec<QuestEffect>Effects run, with no acting player, on the tick a client has drawn the strike clip’s last frame whole (one cadence after it is applied). A step with none is a feint.
Trait Implementations§
Source§impl Clone for StrikeStep
impl Clone for StrikeStep
Source§impl Debug for StrikeStep
impl Debug for StrikeStep
Source§impl<'de> Deserialize<'de> for StrikeStep
impl<'de> Deserialize<'de> for StrikeStep
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Source§impl JsonSchema for StrikeStep
impl JsonSchema for StrikeStep
Source§fn schema_id() -> Cow<'static, str>
fn schema_id() -> Cow<'static, str>
Source§fn json_schema(generator: &mut SchemaGenerator) -> Schema
fn json_schema(generator: &mut SchemaGenerator) -> Schema
Source§fn inline_schema() -> bool
fn inline_schema() -> bool
$ref keyword. Read more