Documentation ¶
Index ¶
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type Event ¶
type Event int
const ( OnAttackWillLand Event = iota //target, AttackEvent OnDamage //target, AttackEvent, amount, crit OnAuraDurabilityAdded //target, ele, durability OnAuraDurabilityDepleted //target, ele // OnReaction //target, AttackEvent, ReactionType ReactionEventStartDelim OnOverload //target, AttackEvent OnSuperconduct //target, AttackEvent OnMelt //target, AttackEvent OnVaporize //target, AttackEvent OnFrozen //target, AttackEvent OnElectroCharged //target, AttackEvent OnSwirlHydro OnSwirlCryo OnSwirlElectro OnSwirlPyro OnCrystallizeHydro OnCrystallizeCryo OnCrystallizeElectro OnCrystallizePyro OnAggravate //target, AttackEvent OnSpread //target, AttackEvent OnQuicken OnBloom //target, AttackEvent OnHyperbloom OnBurgeon OnBurning //target, AttackEvent ReactionEventEndDelim OnDendroCore //Gadget //other stuff OnStamUse //abil OnShielded //shield OnCharacterSwap //prev, next OnParticleReceived //particle OnEnergyChange //character_received_index, pre_energy, energy_change, src (post-energy available in character_received) OnTargetDied //target, AttackEvent OnCharacterHit //nil <- this is for when the character is going to get hit but might be shielded from dmg OnCharacterHurt //amount OnHeal //src char, target character, amount //ability use OnActionFailed //ActiveCharIndex, action.Action, param, action.ActionFailure OnActionExec //ActiveCharIndex, action.Action, param OnSkill //nil OnBurst //nil OnAttack //nil OnChargeAttack //nil OnPlunge //nil OnAimShoot //nil OnDash //sim stuff OnInitialize //nil OnStateChange //prev, next OnEnemyAdded //t OnTick EndEventTypes //elim )
type Handler ¶
type Handler struct {
// contains filtered or unexported fields
}
func (*Handler) Unsubscribe ¶
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