Struct de_combat::laser::LaserFireEvent  
source · pub(crate) struct LaserFireEvent {
    attacker: Entity,
    ray: Ray,
    max_toi: f32,
    damage: f32,
}Expand description
Send this even to fire a laser from an entity in a direction.
This event is ignored when the attacker has 0 health or no longer exists. Thus ordering of the events is important.
Fields§
§attacker: Entity§ray: Ray§max_toi: f32§damage: f32Implementations§
source§impl LaserFireEvent
 
impl LaserFireEvent
sourcepub(crate) fn new(attacker: Entity, ray: Ray, max_toi: f32, damage: f32) -> Self
 
pub(crate) fn new(attacker: Entity, ray: Ray, max_toi: f32, damage: f32) -> Self
Crates a new laser fire event.
§Arguments
- 
attacker- the firing entity. - 
ray- laser beam origin and direction. - 
max_toi- this limits maximum distance to hit unit. The furthest point is given by formularay.origin + max_toi * ray.dir. - 
damage- if an entity is hit, its health will be lowered by this amount. 
fn attacker(&self) -> Entity
fn ray(&self) -> &Ray
fn max_toi(&self) -> f32
fn damage(&self) -> f32
Trait Implementations§
impl Event for LaserFireEvent
Auto Trait Implementations§
impl Freeze for LaserFireEvent
impl RefUnwindSafe for LaserFireEvent
impl Send for LaserFireEvent
impl Sync for LaserFireEvent
impl Unpin for LaserFireEvent
impl UnwindSafe for LaserFireEvent
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