Struct rust_rpg_toolkit::behavior_sets::default_humanoid::InvestigateMode [−][src]
pub struct InvestigateMode {
pub location: Vec2,
pub path: Option<NavigationPath>,
}
Fields
location: Vec2
path: Option<NavigationPath>
Implementations
Trait Implementations
fn update(
self: Box<Self>,
_: ActorBehaviorParams,
_: &[String],
stats: ActorStats,
position: Vec2,
controller: &mut ActorController,
_: Option<f32>,
_: Option<f32>,
_: Inventory,
_: EquippedItems
) -> Box<dyn ActorBehavior>
type Family = ActorBehaviorFamily
type Family = ActorBehaviorFamily
The Family
type to which this Mode
implementation belongs. An Automaton
can only switch between
Mode
s of the exact same Family
type, matching the Family
type of the Automaton
. Swapping between Mode
s
with different Family
types is not allowed, even if the Base
and Mode
associated type
s of both
Family
implementations are identical. This is because Mode
s with the same Family
type represent finite
states that are part of the same state machine. Read more
Auto Trait Implementations
impl RefUnwindSafe for InvestigateMode
impl Send for InvestigateMode
impl Sync for InvestigateMode
impl Unpin for InvestigateMode
impl UnwindSafe for InvestigateMode
Blanket Implementations
Mutably borrows from an owned value. Read more