pub struct AbilityManager {
pub abilities: Vec<AiAbility>,
pub energy: f32,
pub max_energy: f32,
pub energy_regen: f32,
}Fields§
§abilities: Vec<AiAbility>§energy: f32§max_energy: f32§energy_regen: f32Implementations§
Source§impl AbilityManager
impl AbilityManager
pub fn new(max_energy: f32) -> Self
pub fn add_ability(&mut self, ability: AiAbility)
pub fn tick(&mut self, dt: f32) -> Vec<u32>
pub fn try_use( &mut self, ability_id: u32, target_pos: Vec3, user_pos: Vec3, ) -> bool
pub fn best_offensive_ability( &self, user_pos: Vec3, target_pos: Vec3, ) -> Option<u32>
pub fn best_healing_ability(&self) -> Option<u32>
pub fn interrupt_all(&mut self)
Auto Trait Implementations§
impl Freeze for AbilityManager
impl RefUnwindSafe for AbilityManager
impl Send for AbilityManager
impl Sync for AbilityManager
impl Unpin for AbilityManager
impl UnsafeUnpin for AbilityManager
impl UnwindSafe for AbilityManager
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