Struct veloren_common::comp::character_state::CharacterStateEvents
source · pub struct CharacterStateEvents<'a> {Show 17 fields
combo: Option<Read<'a, EventBus<ComboChangeEvent>>>,
event: Option<Read<'a, EventBus<AuraEvent>>>,
shoot: Option<Read<'a, EventBus<ShootEvent>>>,
teleport_to: Option<Read<'a, EventBus<TeleportToEvent>>>,
shockwave: Option<Read<'a, EventBus<ShockwaveEvent>>>,
explosion: Option<Read<'a, EventBus<ExplosionEvent>>>,
buff: Option<Read<'a, EventBus<BuffEvent>>>,
inventory_manip: Option<Read<'a, EventBus<InventoryManipEvent>>>,
sprite_summon: Option<Read<'a, EventBus<CreateSpriteEvent>>>,
change_stance: Option<Read<'a, EventBus<ChangeStanceEvent>>>,
create_npc: Option<Read<'a, EventBus<CreateNpcEvent>>>,
energy_change: Option<Read<'a, EventBus<EnergyChangeEvent>>>,
knockback: Option<Read<'a, EventBus<KnockbackEvent>>>,
sprite_light: Option<Read<'a, EventBus<ToggleSpriteLightEvent>>>,
transform: Option<Read<'a, EventBus<TransformEvent>>>,
regrow_head: Option<Read<'a, EventBus<RegrowHeadEvent>>>,
create_aura_entity: Option<Read<'a, EventBus<CreateAuraEntityEvent>>>,
}
Fields§
§combo: Option<Read<'a, EventBus<ComboChangeEvent>>>
§event: Option<Read<'a, EventBus<AuraEvent>>>
§shoot: Option<Read<'a, EventBus<ShootEvent>>>
§teleport_to: Option<Read<'a, EventBus<TeleportToEvent>>>
§shockwave: Option<Read<'a, EventBus<ShockwaveEvent>>>
§explosion: Option<Read<'a, EventBus<ExplosionEvent>>>
§buff: Option<Read<'a, EventBus<BuffEvent>>>
§inventory_manip: Option<Read<'a, EventBus<InventoryManipEvent>>>
§sprite_summon: Option<Read<'a, EventBus<CreateSpriteEvent>>>
§change_stance: Option<Read<'a, EventBus<ChangeStanceEvent>>>
§create_npc: Option<Read<'a, EventBus<CreateNpcEvent>>>
§energy_change: Option<Read<'a, EventBus<EnergyChangeEvent>>>
§knockback: Option<Read<'a, EventBus<KnockbackEvent>>>
§sprite_light: Option<Read<'a, EventBus<ToggleSpriteLightEvent>>>
§transform: Option<Read<'a, EventBus<TransformEvent>>>
§regrow_head: Option<Read<'a, EventBus<RegrowHeadEvent>>>
§create_aura_entity: Option<Read<'a, EventBus<CreateAuraEntityEvent>>>
Implementations§
source§impl<'a> CharacterStateEvents<'a>
impl<'a> CharacterStateEvents<'a>
pub fn get_emitters(&self) -> CharacterStateEventEmitters<'_>
Trait Implementations§
source§impl<'a> SystemData<'a> for CharacterStateEvents<'a>where
Option<Read<'a, EventBus<ComboChangeEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<AuraEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<ShootEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<TeleportToEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<ShockwaveEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<ExplosionEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<BuffEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<InventoryManipEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<CreateSpriteEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<ChangeStanceEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<CreateNpcEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<EnergyChangeEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<KnockbackEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<ToggleSpriteLightEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<TransformEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<RegrowHeadEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<CreateAuraEntityEvent>>>: SystemData<'a>,
impl<'a> SystemData<'a> for CharacterStateEvents<'a>where
Option<Read<'a, EventBus<ComboChangeEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<AuraEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<ShootEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<TeleportToEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<ShockwaveEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<ExplosionEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<BuffEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<InventoryManipEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<CreateSpriteEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<ChangeStanceEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<CreateNpcEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<EnergyChangeEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<KnockbackEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<ToggleSpriteLightEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<TransformEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<RegrowHeadEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<CreateAuraEntityEvent>>>: SystemData<'a>,
source§fn fetch(world: &'a World) -> Self
fn fetch(world: &'a World) -> Self
Fetches the system data from
World
. Note that this is only specified
for one concrete lifetime 'a
, you need to implement the
SystemData
trait for every possible lifetime.Auto Trait Implementations§
impl<'a> Freeze for CharacterStateEvents<'a>
impl<'a> !RefUnwindSafe for CharacterStateEvents<'a>
impl<'a> Send for CharacterStateEvents<'a>
impl<'a> Sync for CharacterStateEvents<'a>
impl<'a> Unpin for CharacterStateEvents<'a>
impl<'a> !UnwindSafe for CharacterStateEvents<'a>
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
§impl<'a, T> DynamicSystemData<'a> for Twhere
T: SystemData<'a>,
impl<'a, T> DynamicSystemData<'a> for Twhere
T: SystemData<'a>,
§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
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