Struct rust_rpg_toolkit::nodes::actor::Actor [−][src]
pub struct Actor {Show 20 fields
pub id: String,
pub is_essential: bool,
pub name: String,
pub class_id: Option<String>,
pub active_missions: Vec<Mission>,
pub completed_missions: Vec<Mission>,
pub noise_level: NoiseLevel,
pub behavior: ActorBehaviorParams,
pub stats: ActorStats,
pub factions: Vec<String>,
pub body: PhysicsBody,
pub inventory: Inventory,
pub equipped_items: EquippedItems,
pub weapon_ability: EquippedWeaponsAbilities,
pub selected_ability: Option<Ability>,
pub controller: ActorController,
pub experience: u32,
pub dialogue: Option<Dialogue>,
pub current_dialogue: Option<Dialogue>,
pub game_state: Handle<GameState>,
// some fields omitted
}
Fields
id: String
is_essential: bool
name: String
class_id: Option<String>
active_missions: Vec<Mission>
completed_missions: Vec<Mission>
noise_level: NoiseLevel
behavior: ActorBehaviorParams
stats: ActorStats
factions: Vec<String>
body: PhysicsBody
inventory: Inventory
equipped_items: EquippedItems
weapon_ability: EquippedWeaponsAbilities
selected_ability: Option<Ability>
controller: ActorController
experience: u32
dialogue: Option<Dialogue>
current_dialogue: Option<Dialogue>
game_state: Handle<GameState>
Implementations
pub fn new(
game_state: Handle<GameState>,
controller_kind: ActorControllerKind,
params: ActorParams
) -> Self
pub fn add_node(
game_state: Handle<GameState>,
controller_kind: ActorControllerKind,
params: ActorParams
) -> Handle<Self>
pub fn from_saved(
game_state: Handle<GameState>,
position: Vec2,
controller_kind: ActorControllerKind,
character: &Character
) -> Self
pub fn to_character(
&self,
chapter_index: usize,
map_id: &str,
is_permadeath: bool
) -> Character
pub fn take_damage(
&mut self,
actor_id: &str,
actor: Handle<Actor>,
_damage_type: DamageType,
amount: f32
)
Trait Implementations
Auto Trait Implementations
impl !RefUnwindSafe for Actor
impl !UnwindSafe for Actor
Blanket Implementations
Mutably borrows from an owned value. Read more