Documentation ¶
Index ¶
- Variables
- func AddEffect(creator *ecs.Entity, effectType EffectType, targets Targets)
- func AffectEntity(world w.World, es EffectSpawner, target ecs.Entity)
- func HealDamage(world w.World, healing EffectSpawner, target ecs.Entity)
- func InflictDamage(world w.World, damage EffectSpawner, target ecs.Entity)
- func ItemTrigger(creator *ecs.Entity, item ecs.Entity, targets Targets, world w.World)
- func RecoverStamina(world w.World, recover EffectSpawner, target ecs.Entity)
- func RunEffectQueue(world w.World)
- func TargetApplicator(world w.World, es EffectSpawner)
- type Damage
- type EffectSpawner
- type EffectType
- type Healing
- type ItemUse
- type Party
- type RecoveryStamina
- type Single
- type Targets
Constants ¶
This section is empty.
Variables ¶
View Source
var EffectQueue []EffectSpawner
Functions ¶
func AffectEntity ¶
func AffectEntity(world w.World, es EffectSpawner, target ecs.Entity)
func HealDamage ¶
func HealDamage(world w.World, healing EffectSpawner, target ecs.Entity)
func InflictDamage ¶
func InflictDamage(world w.World, damage EffectSpawner, target ecs.Entity)
func ItemTrigger ¶
アイテムについたComponentからEffectを登録する 消費アイテムはなくなる
func RecoverStamina ¶ added in v1.20.1
func RecoverStamina(world w.World, recover EffectSpawner, target ecs.Entity)
func TargetApplicator ¶
func TargetApplicator(world w.World, es EffectSpawner)
単数or複数Targetを処理する。最終的にAffectEntityが呼ばれるのは同じ
Types ¶
type EffectSpawner ¶
type EffectSpawner struct { Creator *ecs.Entity EffectType EffectType Targets Targets }
queueの中身
type EffectType ¶
type EffectType interface {
// contains filtered or unexported methods
}
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