pub struct CharacterStateEvents<'a> {Show 21 fields
combo: Option<Read<'a, EventBus<ComboChangeEvent>>>,
event: Option<Read<'a, EventBus<AuraEvent>>>,
shoot: Option<Read<'a, EventBus<ShootEvent>>>,
throw: Option<Read<'a, EventBus<ThrowEvent>>>,
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>>>,
beam_pillar_summon: Option<Read<'a, EventBus<SummonBeamPillarsEvent>>>,
change_stance: Option<Read<'a, EventBus<ChangeStanceEvent>>>,
create_npc: Option<Read<'a, EventBus<CreateNpcEvent>>>,
create_object: Option<Read<'a, EventBus<CreateObjectEvent>>>,
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>>>,
help_downed: Option<Read<'a, EventBus<HelpDownedEvent>>>,
}Fields§
§combo: Option<Read<'a, EventBus<ComboChangeEvent>>>§event: Option<Read<'a, EventBus<AuraEvent>>>§shoot: Option<Read<'a, EventBus<ShootEvent>>>§throw: Option<Read<'a, EventBus<ThrowEvent>>>§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>>>§beam_pillar_summon: Option<Read<'a, EventBus<SummonBeamPillarsEvent>>>§change_stance: Option<Read<'a, EventBus<ChangeStanceEvent>>>§create_npc: Option<Read<'a, EventBus<CreateNpcEvent>>>§create_object: Option<Read<'a, EventBus<CreateObjectEvent>>>§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>>>§help_downed: Option<Read<'a, EventBus<HelpDownedEvent>>>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<ThrowEvent>>>: 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<SummonBeamPillarsEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<ChangeStanceEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<CreateNpcEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<CreateObjectEvent>>>: 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>,
Option<Read<'a, EventBus<HelpDownedEvent>>>: 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<ThrowEvent>>>: 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<SummonBeamPillarsEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<ChangeStanceEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<CreateNpcEvent>>>: SystemData<'a>,
Option<Read<'a, EventBus<CreateObjectEvent>>>: 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>,
Option<Read<'a, EventBus<HelpDownedEvent>>>: SystemData<'a>,
Source§fn fetch(world: &'a World) -> CharacterStateEvents<'a>
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.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