Documentation ¶
Index ¶
- type Body
- type WeaponSlot
- func (s *WeaponSlot) GetAmmo() *ammo.Ammo
- func (s *WeaponSlot) GetAmmoQuantity() int
- func (s *WeaponSlot) GetCurrentReload() int
- func (s *WeaponSlot) GetGunRotate() float64
- func (s *WeaponSlot) GetLastFirePosition() int
- func (s *WeaponSlot) GetRealXAttach() int
- func (s *WeaponSlot) GetRealYAttach() int
- func (s *WeaponSlot) GetReload() bool
- func (s *WeaponSlot) GetXAnchor() float64
- func (s *WeaponSlot) GetYAnchor() float64
- func (s *WeaponSlot) NextLastFirePosition()
- func (s *WeaponSlot) SetAmmo(ammo *ammo.Ammo)
- func (s *WeaponSlot) SetAmmoQuantity(quantity int)
- func (s *WeaponSlot) SetAnchor()
- func (s *WeaponSlot) SetCurrentReload(time int)
- func (s *WeaponSlot) SetGunRotate(rotate float64)
- func (s *WeaponSlot) SetReload(reload bool)
- func (s *WeaponSlot) StartReload(reloadTime int, ammoReload bool)
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
Types ¶
type Body ¶
type Body struct { ID int `json:"id"` Name string `json:"name"` Texture string `json:"texture"` MaxHP int `json:"max_hp"` Scale int `json:"scale"` Length int `json:"length"` Width int `json:"width"` Height int `json:"height"` Radius int `json:"radius"` RangeView int `json:"range_view"` RangeRadar int `json:"range_radar"` Weapons map[int]*WeaponSlot `json:"weapons"` ChassisType string `json:"chassis_type"` Speed float64 `json:"speed"` ReverseSpeed float64 `json:"-"` PowerFactor float64 `json:"power_factor"` ReverseFactor float64 `json:"-"` TurnSpeed float64 `json:"turn_speed"` MoveDrag float64 `json:"move_drag"` AngularDrag float64 `json:"-"` Weight float64 `json:"-"` }
type WeaponSlot ¶
type WeaponSlot struct { ID int `json:"-"` AmmoID int `json:"-"` Number int `json:"number"` Weapon *weapon.Weapon `json:"weapon"` Ammo *ammo.Ammo `json:"ammo"` AmmoQuantity int `json:"ammo_quantity"` XAttach int `json:"x_attach"` YAttach int `json:"y_attach"` RealXAttach int `json:"real_x_attach"` RealYAttach int `json:"real_y_attach"` XAnchor float64 `json:"x_anchor"` YAnchor float64 `json:"y_anchor"` Reload bool `json:"reload"` AmmoReload bool `json:"-"` GunRotate float64 `json:"gun_rotate"` TimeReload int `json:"time_reload"` CurrentReload int `json:"current_reload"` AccumulationCurrent float64 `json:"-"` // 0-100, от этого зависит урон AccumulationTimeOut int `json:"-"` StartReloadTime int64 `json:"-"` EndReloadTime int64 `json:"-"` // contains filtered or unexported fields }
func (*WeaponSlot) GetAmmo ¶
func (s *WeaponSlot) GetAmmo() *ammo.Ammo
func (*WeaponSlot) GetAmmoQuantity ¶
func (s *WeaponSlot) GetAmmoQuantity() int
func (*WeaponSlot) GetCurrentReload ¶
func (s *WeaponSlot) GetCurrentReload() int
func (*WeaponSlot) GetGunRotate ¶
func (s *WeaponSlot) GetGunRotate() float64
func (*WeaponSlot) GetLastFirePosition ¶
func (s *WeaponSlot) GetLastFirePosition() int
func (*WeaponSlot) GetRealXAttach ¶
func (s *WeaponSlot) GetRealXAttach() int
func (*WeaponSlot) GetRealYAttach ¶
func (s *WeaponSlot) GetRealYAttach() int
func (*WeaponSlot) GetReload ¶
func (s *WeaponSlot) GetReload() bool
func (*WeaponSlot) GetXAnchor ¶
func (s *WeaponSlot) GetXAnchor() float64
func (*WeaponSlot) GetYAnchor ¶
func (s *WeaponSlot) GetYAnchor() float64
func (*WeaponSlot) NextLastFirePosition ¶
func (s *WeaponSlot) NextLastFirePosition()
func (*WeaponSlot) SetAmmo ¶
func (s *WeaponSlot) SetAmmo(ammo *ammo.Ammo)
func (*WeaponSlot) SetAmmoQuantity ¶
func (s *WeaponSlot) SetAmmoQuantity(quantity int)
func (*WeaponSlot) SetAnchor ¶
func (s *WeaponSlot) SetAnchor()
func (*WeaponSlot) SetCurrentReload ¶
func (s *WeaponSlot) SetCurrentReload(time int)
func (*WeaponSlot) SetGunRotate ¶
func (s *WeaponSlot) SetGunRotate(rotate float64)
func (*WeaponSlot) SetReload ¶
func (s *WeaponSlot) SetReload(reload bool)
func (*WeaponSlot) StartReload ¶
func (s *WeaponSlot) StartReload(reloadTime int, ammoReload bool)
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