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ParryEffect

Struct ParryEffect 

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pub struct ParryEffect {
    pub contact_point: Vec3,
    pub time_scale: f32,
    pub slow_duration: f32,
    pub elapsed: f32,
    pub flash_intensity: f32,
    pub attacker_stunned: bool,
    pub stun_duration: f32,
    pub burst_particles: Vec<ParryBurstParticle>,
    pub consumed: bool,
}
Expand description

Visual and gameplay feedback for a perfect-timing parry.

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§contact_point: Vec3

Contact point in world space.

§time_scale: f32

Current time-scale (starts at PARRY_TIME_SCALE, returns to 1.0).

§slow_duration: f32

Duration the slow-motion effect persists.

§elapsed: f32

Elapsed time since the parry.

§flash_intensity: f32

Flash intensity (starts high, decays quickly).

§attacker_stunned: bool

Whether the attacker should be stunned.

§stun_duration: f32

Duration of the attacker stun.

§burst_particles: Vec<ParryBurstParticle>

Particle burst spawned at parry.

§consumed: bool

Whether the effect has been fully applied.

Implementations§

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impl ParryEffect

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pub fn generate(contact_point: Vec3) -> Self

Create a parry effect at the given contact point.

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pub fn update(&mut self, dt: f32)

Advance the parry effect. Note: dt here is real-time delta, not affected by the slow-mo.

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pub fn current_time_scale(&self) -> f32

The current time scale to apply to the game simulation.

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pub fn finished(&self) -> bool

Whether the parry effect has completed.

Trait Implementations§

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impl Clone for ParryEffect

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fn clone(&self) -> ParryEffect

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for ParryEffect

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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