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>,
}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>Trait Implementations§
Source§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>,
 
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>,
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