[−][src]Trait sulis_state::script::script_callback::ScriptCallback
A trait representing a callback that will fire a script when called. In lua scripts,
CallbackData
is constructed to use this trait.
Provided methods
fn on_held_changed(&self)
fn on_effect_applied(&self, _effect: ScriptAppliedEffect)
fn on_menu_select(&self, _value: ScriptMenuSelection)
fn on_removed(&self)
fn on_damaged(
&self,
_targets: &ScriptEntitySet,
_hit_kind: HitKind,
_damage: Vec<(DamageKind, u32)>
)
&self,
_targets: &ScriptEntitySet,
_hit_kind: HitKind,
_damage: Vec<(DamageKind, u32)>
)
fn after_defense(
&self,
_targets: &ScriptEntitySet,
_hit_kind: HitKind,
_damage: Vec<(DamageKind, u32)>
)
&self,
_targets: &ScriptEntitySet,
_hit_kind: HitKind,
_damage: Vec<(DamageKind, u32)>
)
fn before_defense(&self, _targets: &ScriptEntitySet)
fn before_attack(&self, _targets: &ScriptEntitySet)
fn after_attack(
&self,
_targets: &ScriptEntitySet,
_hit_kind: HitKind,
_damage: Vec<(DamageKind, u32)>
)
&self,
_targets: &ScriptEntitySet,
_hit_kind: HitKind,
_damage: Vec<(DamageKind, u32)>
)
fn on_anim_complete(&self)
fn on_anim_update(&self)
fn on_round_elapsed(&self)
fn on_moved(&self)
fn on_surface_round_elapsed(&self)
fn on_moved_in_surface(&self, _target: usize)
fn on_entered_surface(&self, _target: usize)
fn on_exited_surface(&self, _target: usize)
Implementors
impl ScriptCallback for CallbackData
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fn on_held_changed(&self)
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fn on_effect_applied(&self, effect: ScriptAppliedEffect)
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fn on_menu_select(&self, value: ScriptMenuSelection)
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fn on_removed(&self)
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fn before_defense(&self, targets: &ScriptEntitySet)
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fn before_attack(&self, targets: &ScriptEntitySet)
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fn on_anim_complete(&self)
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fn on_anim_update(&self)
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fn on_round_elapsed(&self)
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fn on_moved(&self)
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fn on_surface_round_elapsed(&self)
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when called, this computes the current target set and sends it to the lua function based on the surface state
fn on_moved_in_surface(&self, target: usize)
[src]
fn on_entered_surface(&self, target: usize)
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fn on_exited_surface(&self, target: usize)
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fn after_defense(
&self,
targets: &ScriptEntitySet,
hit_kind: HitKind,
damage: Vec<(DamageKind, u32)>
)
[src]
&self,
targets: &ScriptEntitySet,
hit_kind: HitKind,
damage: Vec<(DamageKind, u32)>
)
fn after_attack(
&self,
targets: &ScriptEntitySet,
hit_kind: HitKind,
damage: Vec<(DamageKind, u32)>
)
[src]
&self,
targets: &ScriptEntitySet,
hit_kind: HitKind,
damage: Vec<(DamageKind, u32)>
)
fn on_damaged(
&self,
targets: &ScriptEntitySet,
hit_kind: HitKind,
damage: Vec<(DamageKind, u32)>
)
[src]
&self,
targets: &ScriptEntitySet,
hit_kind: HitKind,
damage: Vec<(DamageKind, u32)>
)