pub struct PlayerData { /* private fields */ }Expand description
Contains all frame data for a single player throughout the replay.
This structure holds a chronological sequence of PlayerFrame instances
representing the player’s state at each processed frame of the replay.
§Fields
frames- A vector ofPlayerFrameinstances in chronological order
Implementations§
Source§impl PlayerData
impl PlayerData
Sourcepub fn frames(&self) -> &Vec<PlayerFrame>
pub fn frames(&self) -> &Vec<PlayerFrame>
Returns a reference to the frames vector.
§Returns
Returns a reference to the vector of PlayerFrame instances.
Sourcepub fn frame_count(&self) -> usize
pub fn frame_count(&self) -> usize
Returns the number of frames in this player’s data.
§Returns
Returns the total number of frames stored for this player.
Trait Implementations§
Source§impl Clone for PlayerData
impl Clone for PlayerData
Source§fn clone(&self) -> PlayerData
fn clone(&self) -> PlayerData
Returns a duplicate of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl Debug for PlayerData
impl Debug for PlayerData
Source§impl PartialEq for PlayerData
impl PartialEq for PlayerData
Source§impl Serialize for PlayerData
impl Serialize for PlayerData
impl StructuralPartialEq for PlayerData
Auto Trait Implementations§
impl Freeze for PlayerData
impl RefUnwindSafe for PlayerData
impl Send for PlayerData
impl Sync for PlayerData
impl Unpin for PlayerData
impl UnwindSafe for PlayerData
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more