pub struct Artifact {
name: Rc<str>,
description: Rc<str>,
type: Rc<str>,
rarity: Rc<str>,
quality: u32,
wealth: u32,
owner: Shared<GameObjectEntity<Character>>,
history: Vec<(Rc<str>, Date, Option<Shared<GameObjectEntity<Character>>>, Option<Shared<GameObjectEntity<Character>>>)>,
}
Fields§
§name: Rc<str>
§description: Rc<str>
§type: Rc<str>
§rarity: Rc<str>
§quality: u32
§wealth: u32
§owner: Shared<GameObjectEntity<Character>>
§history: Vec<(Rc<str>, Date, Option<Shared<GameObjectEntity<Character>>>, Option<Shared<GameObjectEntity<Character>>>)>
Trait Implementations§
Source§impl FromGameObject for Artifact
impl FromGameObject for Artifact
fn from_game_object( base: &HashMap<String, SaveFileValue>, game_state: &mut GameState, ) -> Result<Self, ParsingError>
fn finalize(&mut self, reference: &Shared<GameObjectEntity<Self>>)
Source§impl GameObjectDerived for Artifact
impl GameObjectDerived for Artifact
Source§impl Localizable for Artifact
impl Localizable for Artifact
Auto Trait Implementations§
impl Freeze for Artifact
impl !RefUnwindSafe for Artifact
impl !Send for Artifact
impl !Sync for Artifact
impl Unpin for Artifact
impl !UnwindSafe for Artifact
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read more