Struct veloren_common_systems::melee::ReadData
source · 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