Documentation ¶
Index ¶
- Constants
- Variables
- type Attribute
- type Attributes
- type Components
- type Consumable
- type DamageAttrType
- type Description
- type EquipmentSlotNumber
- type EquipmentType
- type Equipped
- type GridElement
- type InBackpack
- type InParty
- type InflictsDamage
- type Item
- type Material
- type Member
- type Name
- type Player
- type Pool
- type Pools
- type ProvidesHealing
- type Recipe
- type RecipeInput
- type TargetFactionType
- type TargetNumType
- type TargetType
- type UsableSceneType
- type Wall
- type Warp
- type Weapon
- type WeaponType
- type Wearable
Constants ¶
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const ( WarpModeNext = warpMode("NEXT") WarpModeEscape = warpMode("ESCAPE") )
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const ( TargetSingle = TargetNumType("SINGLE") TargetAll = TargetNumType("ALL") )
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const ( TargetFactionAlly = TargetFactionType("ALLY") // 味方 TargetFactionEnemy = TargetFactionType("ENEMY") // 敵 TargetFactionNone = TargetFactionType("NONE") // なし )
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const ( UsableSceneBattle = UsableSceneType("BATTLE") // 戦闘 UsableSceneField = UsableSceneType("FIELD") // フィールド UsableSceneAny = UsableSceneType("ANY") // いつでも )
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const ( WeaponSword = WeaponType("SWORD") // 刀剣 WeaponSpear = WeaponType("SPEAR") // 長物 WeaponHandgun = WeaponType("HANDGUN") // 拳銃 WeaponRifle = WeaponType("RIFLE") // 小銃 )
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const ( EquipmentHead = EquipmentType("HEAD") // 頭部 EquipmentTorso = EquipmentType("TORSO") // 胴体 EquipmentLegs = EquipmentType("LEGS") // 脚 EquipmentJewelry = EquipmentType("JEWELRY") // アクセサリ )
Variables ¶
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var ErrInvalidEnumType = errors.New("enumに無効な値が指定された")
Functions ¶
This section is empty.
Types ¶
type Attributes ¶ added in v1.19.0
type Attributes struct { Vitality Attribute // 体力。丈夫さ、持久力、しぶとさ。HPやSPに影響する Strength Attribute // 筋力。主に近接攻撃のダメージに影響する Sensation Attribute // 感覚。主に射撃攻撃のダメージに影響する Dexterity Attribute // 器用。攻撃時の命中率に影響する Agility Attribute // 敏捷。回避率、行動の速さに影響する }
エンティティが持つステータス。各種計算式で使う
type Components ¶
type Components struct { GridElement *ecs.SliceComponent Player *ecs.NullComponent Wall *ecs.NullComponent Warp *ecs.NullComponent Item *ecs.NullComponent Consumable *ecs.SliceComponent Name *ecs.SliceComponent Description *ecs.SliceComponent InBackpack *ecs.NullComponent InParty *ecs.NullComponent Equipped *ecs.SliceComponent Member *ecs.NullComponent Pools *ecs.SliceComponent ProvidesHealing *ecs.SliceComponent InflictsDamage *ecs.SliceComponent Weapon *ecs.SliceComponent Material *ecs.SliceComponent Recipe *ecs.SliceComponent Wearable *ecs.SliceComponent Attributes *ecs.SliceComponent }
type Consumable ¶
type Consumable struct { UsableScene UsableSceneType TargetType TargetType }
消耗品。一度使うとなくなる
type DamageAttrType ¶
type DamageAttrType string
const ( DamageAttrNone DamageAttrType = "NONE" DamageAttrFire DamageAttrType = "FIRE" DamageAttrThunder DamageAttrType = "THUNDER" DamageAttrChill DamageAttrType = "CHILL" DamageAttrPhoton DamageAttrType = "PHOTON" )
func (DamageAttrType) String ¶
func (da DamageAttrType) String() string
func (DamageAttrType) Valid ¶ added in v1.16.0
func (enum DamageAttrType) Valid() error
type EquipmentSlotNumber ¶ added in v1.14.0
type EquipmentSlotNumber int
const ( EquipmentSlotZero EquipmentSlotNumber = iota EquipmentSlotOne EquipmentSlotTwo EquipmentSlotThree )
type EquipmentType ¶ added in v1.14.0
type EquipmentType string
func (EquipmentType) String ¶ added in v1.14.0
func (es EquipmentType) String() string
func (EquipmentType) Valid ¶ added in v1.16.0
func (enum EquipmentType) Valid() error
type Equipped ¶ added in v1.14.0
type Equipped struct { Owner ecs.Entity EquipmentSlot EquipmentSlotNumber }
キャラクタが装備している
type GridElement ¶
type Material ¶
type Material struct {
Amount int
}
合成素材。 アイテムとの違い: - 個々のインスタンスで性能の違いはなく、単に数量だけを見る - 複数の単位で扱うのでAmountを持つ。x3を合成で使ったりする
type TargetFactionType ¶
type TargetFactionType string
func (TargetFactionType) Valid ¶ added in v1.16.0
func (enum TargetFactionType) Valid() error
type TargetNumType ¶ added in v1.16.0
type TargetNumType string
func (TargetNumType) Valid ¶ added in v1.16.0
func (enum TargetNumType) Valid() error
type TargetType ¶
type TargetType struct { TargetFaction TargetFactionType // 対象派閥 TargetNum TargetNumType }
対象
type UsableSceneType ¶
type UsableSceneType string
func (UsableSceneType) Valid ¶ added in v1.16.0
func (enum UsableSceneType) Valid() error
type Weapon ¶
type Weapon struct { Accuracy int // 命中率 BaseDamage int // 攻撃力 AttackCount int // 攻撃回数 EnergyConsumption int // 消費エネルギー DamageAttr DamageAttrType // 攻撃属性 WeaponCategory WeaponType // 武器種別 }
武器
type WeaponType ¶
type WeaponType string
func (WeaponType) String ¶
func (wc WeaponType) String() string
func (WeaponType) Valid ¶ added in v1.16.0
func (enum WeaponType) Valid() error
type Wearable ¶
type Wearable struct { BaseDefense int // 防御力 EquipmentCategory EquipmentType // 装備部位 }
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