pub struct EntityState {Show 15 fields
pub id: EntityId,
pub transform: Transform,
pub label: String,
pub vitals: Option<PlayerVitals>,
pub attributes: Option<PrimaryAttributes>,
pub skills: Option<PlayerSkills>,
pub inside_building: Option<String>,
pub tile_id: Option<String>,
pub paperdoll_ref: Option<String>,
pub draw_scale: f32,
pub presentation_state: Option<String>,
pub sprite_mode: Option<String>,
pub progression_xp: Option<ProgressionXp>,
pub combat_cues: Vec<CombatCueView>,
pub statuses: Vec<StatusEffectHud>,
}Fields§
§id: EntityId§transform: Transform§label: StringCharacter / display name (first letter used as map glyph for other players).
vitals: Option<PlayerVitals>§attributes: Option<PrimaryAttributes>Primary attributes (local player / inspect).
skills: Option<PlayerSkills>§inside_building: Option<String>When inside a building interior (players only).
tile_id: Option<String>Gfx sprite sheet id for non-character entities. Player/NPC avatars use paperdoll_ref only.
paperdoll_ref: Option<String>Paperdoll skin id (assets/paperdoll/skins/). Client prefers this over tile_id when baked.
draw_scale: f32World draw size in map cells (from paperdoll skin draw_scale; 1.0 = one cell).
presentation_state: Option<String>Canonical gfx presentation key (walking, combat, harvesting, …).
sprite_mode: Option<String>Resolved gfx sprite mode for tile_id (server-computed).
progression_xp: Option<ProgressionXp>XP pools for local player progression display (omitted on NPCs / other players).
combat_cues: Vec<CombatCueView>Active dodge/block windows and attack telegraphs for map FX.
statuses: Vec<StatusEffectHud>Active status effects for world indicators (AOI entities / other players).
Trait Implementations§
Source§impl Clone for EntityState
impl Clone for EntityState
Source§fn clone(&self) -> EntityState
fn clone(&self) -> EntityState
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more