pub struct ReadData<'a> {Show 28 fields
entities: Entities<'a>,
events: CharacterStateEvents<'a>,
local_bus: Read<'a, EventBus<LocalEvent>>,
dt: Read<'a, DeltaTime>,
time: Read<'a, Time>,
lazy_update: Read<'a, LazyUpdate>,
healths: ReadStorage<'a, Health>,
heads: ReadStorage<'a, Heads>,
bodies: ReadStorage<'a, Body>,
masses: ReadStorage<'a, Mass>,
scales: ReadStorage<'a, Scale>,
physics_states: ReadStorage<'a, PhysicsState>,
melee_attacks: ReadStorage<'a, Melee>,
beams: ReadStorage<'a, Beam>,
uids: ReadStorage<'a, Uid>,
is_riders: ReadStorage<'a, Is<Rider>>,
is_volume_riders: ReadStorage<'a, Is<VolumeRider>>,
stats: ReadStorage<'a, Stats>,
skill_sets: ReadStorage<'a, SkillSet>,
active_abilities: ReadStorage<'a, ActiveAbilities>,
msm: ReadExpect<'a, MaterialStatManifest>,
ability_map: ReadExpect<'a, AbilityMap>,
combos: ReadStorage<'a, Combo>,
alignments: ReadStorage<'a, Alignment>,
terrain: ReadExpect<'a, TerrainGrid>,
inventories: ReadStorage<'a, Inventory>,
stances: ReadStorage<'a, Stance>,
prev_phys_caches: ReadStorage<'a, PreviousPhysCache>,
}
Fields§
§entities: Entities<'a>
§events: CharacterStateEvents<'a>
§local_bus: Read<'a, EventBus<LocalEvent>>
§dt: Read<'a, DeltaTime>
§time: Read<'a, Time>
§lazy_update: Read<'a, LazyUpdate>
§healths: ReadStorage<'a, Health>
§heads: ReadStorage<'a, Heads>
§bodies: ReadStorage<'a, Body>
§masses: ReadStorage<'a, Mass>
§scales: ReadStorage<'a, Scale>
§physics_states: ReadStorage<'a, PhysicsState>
§melee_attacks: ReadStorage<'a, Melee>
§beams: ReadStorage<'a, Beam>
§uids: ReadStorage<'a, Uid>
§is_riders: ReadStorage<'a, Is<Rider>>
§is_volume_riders: ReadStorage<'a, Is<VolumeRider>>
§stats: ReadStorage<'a, Stats>
§skill_sets: ReadStorage<'a, SkillSet>
§active_abilities: ReadStorage<'a, ActiveAbilities>
§msm: ReadExpect<'a, MaterialStatManifest>
§ability_map: ReadExpect<'a, AbilityMap>
§combos: ReadStorage<'a, Combo>
§alignments: ReadStorage<'a, Alignment>
§terrain: ReadExpect<'a, TerrainGrid>
§inventories: ReadStorage<'a, Inventory>
§stances: ReadStorage<'a, Stance>
§prev_phys_caches: ReadStorage<'a, PreviousPhysCache>
Trait Implementations§
source§impl<'a> SystemData<'a> for ReadData<'a>where
Entities<'a>: SystemData<'a>,
CharacterStateEvents<'a>: SystemData<'a>,
Read<'a, EventBus<LocalEvent>>: SystemData<'a>,
Read<'a, DeltaTime>: SystemData<'a>,
Read<'a, Time>: SystemData<'a>,
Read<'a, LazyUpdate>: SystemData<'a>,
ReadStorage<'a, Health>: SystemData<'a>,
ReadStorage<'a, Heads>: SystemData<'a>,
ReadStorage<'a, Body>: SystemData<'a>,
ReadStorage<'a, Mass>: SystemData<'a>,
ReadStorage<'a, Scale>: SystemData<'a>,
ReadStorage<'a, PhysicsState>: SystemData<'a>,
ReadStorage<'a, Melee>: SystemData<'a>,
ReadStorage<'a, Beam>: SystemData<'a>,
ReadStorage<'a, Uid>: SystemData<'a>,
ReadStorage<'a, Is<Rider>>: SystemData<'a>,
ReadStorage<'a, Is<VolumeRider>>: SystemData<'a>,
ReadStorage<'a, Stats>: SystemData<'a>,
ReadStorage<'a, SkillSet>: SystemData<'a>,
ReadStorage<'a, ActiveAbilities>: SystemData<'a>,
ReadExpect<'a, MaterialStatManifest>: SystemData<'a>,
ReadExpect<'a, AbilityMap>: SystemData<'a>,
ReadStorage<'a, Combo>: SystemData<'a>,
ReadStorage<'a, Alignment>: SystemData<'a>,
ReadExpect<'a, TerrainGrid>: SystemData<'a>,
ReadStorage<'a, Inventory>: SystemData<'a>,
ReadStorage<'a, Stance>: SystemData<'a>,
ReadStorage<'a, PreviousPhysCache>: SystemData<'a>,
impl<'a> SystemData<'a> for ReadData<'a>where
Entities<'a>: SystemData<'a>,
CharacterStateEvents<'a>: SystemData<'a>,
Read<'a, EventBus<LocalEvent>>: SystemData<'a>,
Read<'a, DeltaTime>: SystemData<'a>,
Read<'a, Time>: SystemData<'a>,
Read<'a, LazyUpdate>: SystemData<'a>,
ReadStorage<'a, Health>: SystemData<'a>,
ReadStorage<'a, Heads>: SystemData<'a>,
ReadStorage<'a, Body>: SystemData<'a>,
ReadStorage<'a, Mass>: SystemData<'a>,
ReadStorage<'a, Scale>: SystemData<'a>,
ReadStorage<'a, PhysicsState>: SystemData<'a>,
ReadStorage<'a, Melee>: SystemData<'a>,
ReadStorage<'a, Beam>: SystemData<'a>,
ReadStorage<'a, Uid>: SystemData<'a>,
ReadStorage<'a, Is<Rider>>: SystemData<'a>,
ReadStorage<'a, Is<VolumeRider>>: SystemData<'a>,
ReadStorage<'a, Stats>: SystemData<'a>,
ReadStorage<'a, SkillSet>: SystemData<'a>,
ReadStorage<'a, ActiveAbilities>: SystemData<'a>,
ReadExpect<'a, MaterialStatManifest>: SystemData<'a>,
ReadExpect<'a, AbilityMap>: SystemData<'a>,
ReadStorage<'a, Combo>: SystemData<'a>,
ReadStorage<'a, Alignment>: SystemData<'a>,
ReadExpect<'a, TerrainGrid>: SystemData<'a>,
ReadStorage<'a, Inventory>: SystemData<'a>,
ReadStorage<'a, Stance>: SystemData<'a>,
ReadStorage<'a, PreviousPhysCache>: 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 ReadData<'a>
impl<'a> !RefUnwindSafe for ReadData<'a>
impl<'a> Send for ReadData<'a>
impl<'a> Sync for ReadData<'a>
impl<'a> Unpin for ReadData<'a>
impl<'a> !UnwindSafe for ReadData<'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