pub struct EventManager {
pub events: Vec<WorldEvent>,
pub current_time: f32,
pub scheduled: Vec<(f32, u32)>,
pub active_event: Option<usize>,
pub rng: LootRng,
}Fields§
§events: Vec<WorldEvent>§current_time: f32§scheduled: Vec<(f32, u32)>§active_event: Option<usize>§rng: LootRngImplementations§
Source§impl EventManager
impl EventManager
pub fn new() -> Self
pub fn add_event(&mut self, event: WorldEvent)
pub fn activate_random(&mut self)
pub fn is_event_active(&self, event_type: &EventType) -> bool
pub fn build_standard_events(&mut self)
pub fn schedule(&mut self, event_id: u32, start_time: f32)
pub fn advance_time(&mut self, delta: f32)
pub fn active_events(&self) -> Vec<&WorldEvent>
pub fn total_drop_multiplier(&self) -> f32
Auto Trait Implementations§
impl Freeze for EventManager
impl RefUnwindSafe for EventManager
impl Send for EventManager
impl Sync for EventManager
impl Unpin for EventManager
impl UnsafeUnpin for EventManager
impl UnwindSafe for EventManager
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