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Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type Event ¶
type Event int
const ( OnEnemyHit Event = iota // target, AttackEvent OnPlayerHit // char, AttackEvent OnGadgetHit // target, AttackEvent OnEnemyDamage // target, AttackEvent, amount, crit OnGadgetDamage // target, AttackEvent OnApplyAttack // AttackEvent 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 // target, AttackEvent OnSwirlCryo // target, AttackEvent OnSwirlElectro // target, AttackEvent OnSwirlPyro // target, AttackEvent OnCrystallizeHydro // target, AttackEvent OnCrystallizeCryo // target, AttackEvent OnCrystallizeElectro // target, AttackEvent OnCrystallizePyro // target, AttackEvent OnAggravate // target, AttackEvent OnSpread // target, AttackEvent OnQuicken // target, AttackEvent OnBloom // target, AttackEvent OnHyperbloom // target, AttackEvent OnBurgeon // target, AttackEvent OnBurning // target, AttackEvent OnShatter // target, AttackEvent; at the end to simplify all reaction event subs since it's normally not considered as an elemental reaction ReactionEventEndDelim OnDendroCore // Gadget // other stuff OnStamUse // abil OnShielded // shield OnShieldBreak // shield break OnConstructSpawned // nil OnCharacterSwap // prev, next OnParticleReceived // particle OnEnergyChange // character_received_index, pre_energy, energy_change, src (post-energy available in character_received), is_particle (boolean) OnTargetDied // target, AttackEvent OnTargetMoved // target OnCharacterHit // nil <- this is for when the character is going to get hit but might be shielded from dmg OnCharacterHurt // amount OnHPDebt // target character, amount OnHeal // src char, target character, amount, overheal, amount_before_debt OnPlayerPreHPDrain // Draininfo to modify OnPlayerHPDrain // DrainInfo OnNightsoulBurst // target, AttackEvent OnNightsoulGenerate // char, amount OnNightsoulConsume // char, 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 OnInfusion //index, ele, duration OnSimEndedSuccessfully // nil EndEventTypes // elim )
type Handler ¶
type Handler struct {
// contains filtered or unexported fields
}
func (*Handler) Unsubscribe ¶
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