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>>>,
}

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§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>>>

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Trait Implementations§

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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>,

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fn setup(world: &mut World)

Sets up the system data for fetching it from the World.
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fn fetch(world: &'a World) -> CharacterStateEvents<'a>

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.
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fn reads() -> Vec<ResourceId>

Returns all read dependencies as fetched from Self::fetch. Read more
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fn writes() -> Vec<ResourceId>

Returns all write dependencies as fetched from Self::fetch. Read more

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where T: SystemData<'a>,

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type Accessor = StaticAccessor<T>

The accessor of the SystemData, which specifies the read and write dependencies and does the fetching.
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fn setup(_: &StaticAccessor<T>, world: &mut World)

Sets up World for fetching this system data.
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fn fetch(_: &StaticAccessor<T>, world: &'a World) -> T

Creates a new resource bundle by fetching the required resources from the World struct. Read more
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