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>, }
Expand description
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 AbilityId
s.
units: FxHashMap<UnitTypeId, UnitTypeData>
Information about units mapped to UnitTypeId
s.
upgrades: FxHashMap<UpgradeId, UpgradeData>
Information about upgrades mapped to UpgradeId
s.
buffs: FxHashMap<BuffId, BuffData>
Information about buffs mapped to BuffId
s.
effects: FxHashMap<EffectId, EffectData>
Information about effects mapped to EffectId
s.
Trait Implementations
Auto Trait Implementations
impl RefUnwindSafe for GameData
impl Send for GameData
impl Sync for GameData
impl Unpin for GameData
impl UnwindSafe for GameData
Blanket Implementations
impl<T> BorrowMut<T> for T where
T: ?Sized,
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impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]pub fn borrow_mut(&mut self) -> &mut T
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pub fn borrow_mut(&mut self) -> &mut T
[src]Mutably borrows from an owned value. Read more
impl<T> Same<T> for T
impl<T> Same<T> for T
type Output = T
type Output = T
Should always be Self
impl<T> ToOwned for T where
T: Clone,
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impl<T> ToOwned for T where
T: Clone,
[src]type Owned = T
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn to_owned(&self) -> T
[src]Creates owned data from borrowed data, usually by cloning. Read more
pub fn clone_into(&self, target: &mut T)
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pub fn clone_into(&self, target: &mut T)
[src]🔬 This is a nightly-only experimental API. (toowned_clone_into
)
recently added
Uses borrowed data to replace owned data, usually by cloning. Read more
impl<V, T> VZip<V> for T where
V: MultiLane<T>,
impl<V, T> VZip<V> for T where
V: MultiLane<T>,