pub struct FluidGameplayEffects;Expand description
Queries entity positions against active pools and returns status effects.
Implementations§
Source§impl FluidGameplayEffects
impl FluidGameplayEffects
Sourcepub fn query_effects(
pools: &[FluidPool],
entity_pos: Vec3,
) -> Vec<FluidStatusEffect>
pub fn query_effects( pools: &[FluidPool], entity_pos: Vec3, ) -> Vec<FluidStatusEffect>
Check which pools an entity at entity_pos is standing in and return
the combined status effects.
Sourcepub fn total_dot(effects: &[FluidStatusEffect]) -> f32
pub fn total_dot(effects: &[FluidStatusEffect]) -> f32
Compute the total damage-per-second from all DoT effects in a list.
Sourcepub fn strongest_slow(effects: &[FluidStatusEffect]) -> f32
pub fn strongest_slow(effects: &[FluidStatusEffect]) -> f32
Compute the strongest slow factor from effects (0 = no slow, 1 = full stop).
Sourcepub fn total_mana_drain(effects: &[FluidStatusEffect]) -> f32
pub fn total_mana_drain(effects: &[FluidStatusEffect]) -> f32
Compute total mana drain per second.
Sourcepub fn total_heal(effects: &[FluidStatusEffect]) -> f32
pub fn total_heal(effects: &[FluidStatusEffect]) -> f32
Compute total heal per second.
Sourcepub fn bleed_multiplier(effects: &[FluidStatusEffect]) -> f32
pub fn bleed_multiplier(effects: &[FluidStatusEffect]) -> f32
Compute total bleed amplification multiplier (multiplicative).
Auto Trait Implementations§
impl Freeze for FluidGameplayEffects
impl RefUnwindSafe for FluidGameplayEffects
impl Send for FluidGameplayEffects
impl Sync for FluidGameplayEffects
impl Unpin for FluidGameplayEffects
impl UnsafeUnpin for FluidGameplayEffects
impl UnwindSafe for FluidGameplayEffects
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