Struct veloren_common_systems::melee::ReadData

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pub struct ReadData<'a> {
Show 23 fields time: Read<'a, Time>, terrain: ReadExpect<'a, TerrainGrid>, id_maps: Read<'a, IdMaps>, entities: Entities<'a>, players: ReadStorage<'a, Player>, uids: ReadStorage<'a, Uid>, positions: ReadStorage<'a, Pos>, orientations: ReadStorage<'a, Ori>, alignments: ReadStorage<'a, Alignment>, scales: ReadStorage<'a, Scale>, bodies: ReadStorage<'a, Body>, healths: ReadStorage<'a, Health>, energies: ReadStorage<'a, Energy>, inventories: ReadStorage<'a, Inventory>, groups: ReadStorage<'a, Group>, char_states: ReadStorage<'a, CharacterState>, physic_states: ReadStorage<'a, PhysicsState>, stats: ReadStorage<'a, Stats>, combos: ReadStorage<'a, Combo>, buffs: ReadStorage<'a, Buffs>, entered_auras: ReadStorage<'a, EnteredAuras>, events: ReadAttackEvents<'a>, masses: ReadStorage<'a, Mass>,
}

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§time: Read<'a, Time>§terrain: ReadExpect<'a, TerrainGrid>§id_maps: Read<'a, IdMaps>§entities: Entities<'a>§players: ReadStorage<'a, Player>§uids: ReadStorage<'a, Uid>§positions: ReadStorage<'a, Pos>§orientations: ReadStorage<'a, Ori>§alignments: ReadStorage<'a, Alignment>§scales: ReadStorage<'a, Scale>§bodies: ReadStorage<'a, Body>§healths: ReadStorage<'a, Health>§energies: ReadStorage<'a, Energy>§inventories: ReadStorage<'a, Inventory>§groups: ReadStorage<'a, Group>§char_states: ReadStorage<'a, CharacterState>§physic_states: ReadStorage<'a, PhysicsState>§stats: ReadStorage<'a, Stats>§combos: ReadStorage<'a, Combo>§buffs: ReadStorage<'a, Buffs>§entered_auras: ReadStorage<'a, EnteredAuras>§events: ReadAttackEvents<'a>§masses: ReadStorage<'a, Mass>

Trait Implementations§

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impl<'a> SystemData<'a> for ReadData<'a>
where Read<'a, Time>: SystemData<'a>, ReadExpect<'a, TerrainGrid>: SystemData<'a>, Read<'a, IdMaps>: SystemData<'a>, Entities<'a>: SystemData<'a>, ReadStorage<'a, Player>: SystemData<'a>, ReadStorage<'a, Uid>: SystemData<'a>, ReadStorage<'a, Pos>: SystemData<'a>, ReadStorage<'a, Ori>: SystemData<'a>, ReadStorage<'a, Alignment>: SystemData<'a>, ReadStorage<'a, Scale>: SystemData<'a>, ReadStorage<'a, Body>: SystemData<'a>, ReadStorage<'a, Health>: SystemData<'a>, ReadStorage<'a, Energy>: SystemData<'a>, ReadStorage<'a, Inventory>: SystemData<'a>, ReadStorage<'a, Group>: SystemData<'a>, ReadStorage<'a, CharacterState>: SystemData<'a>, ReadStorage<'a, PhysicsState>: SystemData<'a>, ReadStorage<'a, Stats>: SystemData<'a>, ReadStorage<'a, Combo>: SystemData<'a>, ReadStorage<'a, Buffs>: SystemData<'a>, ReadStorage<'a, EnteredAuras>: SystemData<'a>, ReadAttackEvents<'a>: SystemData<'a>, ReadStorage<'a, Mass>: 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) -> 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.
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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

Auto Trait Implementations§

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impl<'a> Freeze for ReadData<'a>

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impl<'a> !RefUnwindSafe for ReadData<'a>

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impl<'a> Send for ReadData<'a>

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impl<'a> Sync for ReadData<'a>

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impl<'a> Unpin for ReadData<'a>

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impl<'a> !UnwindSafe for ReadData<'a>

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<'a, T> DynamicSystemData<'a> for T
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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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided [Span], returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> IntoEither for T

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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 more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

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
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impl<T> Pointable for T

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const ALIGN: usize = _

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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Dereferences the given pointer. Read more
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Mutably dereferences the given pointer. Read more
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Drops the object pointed to by the given pointer. Read more
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<Context> SubContext<Context> for Context

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fn sub_context(self) -> Context

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

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Performs the conversion.
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type Error = <U as TryFrom<T>>::Error

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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

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fn vzip(self) -> V

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

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