pub struct CastSimulator {
pub ability_db: AbilityDatabase,
pub status_db: HashMap<u64, StatusEffectDefinition>,
pub cooldown_mgr: CooldownManager,
pub resources: HashMap<ResourceType, ResourceState>,
pub current_time: f32,
pub cast_queue: VecDeque<CastQueueEntry>,
pub cast_log: VecDeque<CastResult>,
}Fields§
§ability_db: AbilityDatabase§status_db: HashMap<u64, StatusEffectDefinition>§cooldown_mgr: CooldownManager§resources: HashMap<ResourceType, ResourceState>§current_time: f32§cast_queue: VecDeque<CastQueueEntry>§cast_log: VecDeque<CastResult>Implementations§
Source§impl CastSimulator
impl CastSimulator
pub fn new(ability_db: AbilityDatabase) -> Self
pub fn queue_ability( &mut self, ability_id: u64, target_id: Option<u64>, target_pos: Option<Vec3>, )
pub fn tick(&mut self, dt: f32)
pub fn total_simulated_damage(&self) -> f32
pub fn total_simulated_healing(&self) -> f32
Auto Trait Implementations§
impl Freeze for CastSimulator
impl RefUnwindSafe for CastSimulator
impl Send for CastSimulator
impl Sync for CastSimulator
impl Unpin for CastSimulator
impl UnsafeUnpin for CastSimulator
impl UnwindSafe for CastSimulator
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