Struct rust_sc2::game_data::GameData[][src]

pub struct GameData {
    pub abilities: FxHashMap<AbilityId, AbilityData>,
    pub units: FxHashMap<UnitTypeId, UnitTypeData>,
    pub upgrades: FxHashMap<UpgradeId, UpgradeData>,
    pub buffs: FxHashMap<BuffId, BuffData>,
    pub effects: FxHashMap<EffectId, EffectData>,
}

All the data about different ids stored here. Can be accessed through game_data field.

Fields

abilities: FxHashMap<AbilityId, AbilityData>

Information about abilities mapped to AbilityIds.

units: FxHashMap<UnitTypeId, UnitTypeData>

Information about units mapped to UnitTypeIds.

upgrades: FxHashMap<UpgradeId, UpgradeData>

Information about upgrades mapped to UpgradeIds.

buffs: FxHashMap<BuffId, BuffData>

Information about buffs mapped to BuffIds.

effects: FxHashMap<EffectId, EffectData>

Information about effects mapped to EffectIds.

Trait Implementations

impl Clone for GameData[src]

impl Default for GameData[src]

Auto Trait Implementations

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impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> Same<T> for T

type Output = T

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    T: Clone
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type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
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type Error = Infallible

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type Error = <U as TryFrom<T>>::Error

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