pub struct BuildingUnitType {Show 20 fields
pub construction_sprite: Option<SpriteID>,
pub snow_sprite: Option<SpriteID>,
pub connect_flag: u8,
pub facet: i16,
pub destroy_on_build: bool,
pub on_build_make_unit: Option<UnitTypeID>,
pub on_build_make_tile: Option<TerrainID>,
pub on_build_make_overlay: i16,
pub on_build_make_tech: Option<TechID>,
pub can_burn: bool,
pub linked_buildings: ArrayVec<[LinkedBuilding; 4]>,
pub construction_unit: Option<UnitTypeID>,
pub transform_unit: Option<UnitTypeID>,
pub transform_sound: Option<SoundID>,
pub construction_sound: Option<SoundID>,
pub garrison_type: i8,
pub garrison_heal_rate: f32,
pub garrison_repair_rate: f32,
pub salvage_unit: Option<UnitTypeID>,
pub salvage_attributes: ArrayVec<[i8; 6]>,
/* private fields */
}
Expand description
Unit type class for buildings.
Fields§
§construction_sprite: Option<SpriteID>
Sprite to use during construction.
snow_sprite: Option<SpriteID>
Sprite to use when this building is finished and built on snow.
connect_flag: u8
TODO document
facet: i16
TODO document
destroy_on_build: bool
Whether the building should be immediately destroyed on completion.
on_build_make_unit: Option<UnitTypeID>
Unit to spawn at the build site on completion.
on_build_make_tile: Option<TerrainID>
Change the underlying terrain to this terrain ID on completion.
on_build_make_overlay: i16
TODO document
on_build_make_tech: Option<TechID>
Research this tech on completion.
can_burn: bool
Whether this building…can burn?
TODO document the details
linked_buildings: ArrayVec<[LinkedBuilding; 4]>
§construction_unit: Option<UnitTypeID>
§transform_unit: Option<UnitTypeID>
§transform_sound: Option<SoundID>
§construction_sound: Option<SoundID>
§garrison_type: i8
§garrison_heal_rate: f32
§garrison_repair_rate: f32
§salvage_unit: Option<UnitTypeID>
§salvage_attributes: ArrayVec<[i8; 6]>
Implementations§
Methods from Deref<Target = CombatUnitType>§
Methods from Deref<Target = BaseCombatUnitType>§
Methods from Deref<Target = ActionUnitType>§
Methods from Deref<Target = MovingUnitType>§
Methods from Deref<Target = AnimatedUnitType>§
Methods from Deref<Target = BaseUnitType>§
Trait Implementations§
Source§impl Clone for BuildingUnitType
impl Clone for BuildingUnitType
Source§fn clone(&self) -> BuildingUnitType
fn clone(&self) -> BuildingUnitType
Returns a copy of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moreSource§impl Debug for BuildingUnitType
impl Debug for BuildingUnitType
Source§impl Default for BuildingUnitType
impl Default for BuildingUnitType
Source§fn default() -> BuildingUnitType
fn default() -> BuildingUnitType
Returns the “default value” for a type. Read more
Source§impl Deref for BuildingUnitType
impl Deref for BuildingUnitType
Source§impl From<BuildingUnitType> for UnitType
impl From<BuildingUnitType> for UnitType
Source§fn from(v: BuildingUnitType) -> Self
fn from(v: BuildingUnitType) -> Self
Converts to this type from the input type.
Auto Trait Implementations§
impl Freeze for BuildingUnitType
impl RefUnwindSafe for BuildingUnitType
impl Send for BuildingUnitType
impl Sync for BuildingUnitType
impl Unpin for BuildingUnitType
impl UnwindSafe for BuildingUnitType
Blanket Implementations§
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
Mutably borrows from an owned value. Read more