pub struct DestroyEventData<'a> {Show 41 fields
entities: Entities<'a>,
rtsim: WriteExpect<'a, RtSim>,
id_maps: Read<'a, IdMaps>,
msm: ReadExpect<'a, MaterialStatManifest>,
ability_map: ReadExpect<'a, AbilityMap>,
time: Read<'a, Time>,
program_time: ReadExpect<'a, ProgramTime>,
world: ReadExpect<'a, Arc<World>>,
index: ReadExpect<'a, IndexOwned>,
areas_container: Read<'a, AreasContainer<NoDurabilityArea>>,
outcomes: Read<'a, EventBus<Outcome>>,
create_item_drop: Read<'a, EventBus<CreateItemDropEvent>>,
delete_event: Read<'a, EventBus<DeleteEvent>>,
transform_events: Read<'a, EventBus<TransformEvent>>,
chat_events: Read<'a, EventBus<ChatEvent>>,
entities_died_last_tick: Write<'a, EntitiesDiedLastTick>,
melees: WriteStorage<'a, Melee>,
beams: WriteStorage<'a, Beam>,
skill_sets: WriteStorage<'a, SkillSet>,
inventories: WriteStorage<'a, Inventory>,
item_drops: WriteStorage<'a, ItemDrops>,
velocities: WriteStorage<'a, Vel>,
force_updates: WriteStorage<'a, ForceUpdate>,
energies: WriteStorage<'a, Energy>,
character_states: WriteStorage<'a, CharacterState>,
death_effects: WriteStorage<'a, DeathEffects>,
players: ReadStorage<'a, Player>,
clients: ReadStorage<'a, Client>,
uids: ReadStorage<'a, Uid>,
positions: ReadStorage<'a, Pos>,
healths: WriteStorage<'a, Health>,
bodies: ReadStorage<'a, Body>,
poises: ReadStorage<'a, Poise>,
groups: ReadStorage<'a, Group>,
alignments: ReadStorage<'a, Alignment>,
stats: ReadStorage<'a, Stats>,
agents: ReadStorage<'a, Agent>,
rtsim_entities: ReadStorage<'a, RtSimEntity>,
presences: ReadStorage<'a, Presence>,
buff_events: Read<'a, EventBus<BuffEvent>>,
masses: ReadStorage<'a, Mass>,
}
Fields§
§entities: Entities<'a>
§rtsim: WriteExpect<'a, RtSim>
§id_maps: Read<'a, IdMaps>
§msm: ReadExpect<'a, MaterialStatManifest>
§ability_map: ReadExpect<'a, AbilityMap>
§time: Read<'a, Time>
§program_time: ReadExpect<'a, ProgramTime>
§world: ReadExpect<'a, Arc<World>>
§index: ReadExpect<'a, IndexOwned>
§areas_container: Read<'a, AreasContainer<NoDurabilityArea>>
§outcomes: Read<'a, EventBus<Outcome>>
§create_item_drop: Read<'a, EventBus<CreateItemDropEvent>>
§delete_event: Read<'a, EventBus<DeleteEvent>>
§transform_events: Read<'a, EventBus<TransformEvent>>
§chat_events: Read<'a, EventBus<ChatEvent>>
§entities_died_last_tick: Write<'a, EntitiesDiedLastTick>
§melees: WriteStorage<'a, Melee>
§beams: WriteStorage<'a, Beam>
§skill_sets: WriteStorage<'a, SkillSet>
§inventories: WriteStorage<'a, Inventory>
§item_drops: WriteStorage<'a, ItemDrops>
§velocities: WriteStorage<'a, Vel>
§force_updates: WriteStorage<'a, ForceUpdate>
§energies: WriteStorage<'a, Energy>
§character_states: WriteStorage<'a, CharacterState>
§death_effects: WriteStorage<'a, DeathEffects>
§players: ReadStorage<'a, Player>
§clients: ReadStorage<'a, Client>
§uids: ReadStorage<'a, Uid>
§positions: ReadStorage<'a, Pos>
§healths: WriteStorage<'a, Health>
§bodies: ReadStorage<'a, Body>
§poises: ReadStorage<'a, Poise>
§groups: ReadStorage<'a, Group>
§alignments: ReadStorage<'a, Alignment>
§stats: ReadStorage<'a, Stats>
§agents: ReadStorage<'a, Agent>
§rtsim_entities: ReadStorage<'a, RtSimEntity>
§presences: ReadStorage<'a, Presence>
§buff_events: Read<'a, EventBus<BuffEvent>>
§masses: ReadStorage<'a, Mass>
Trait Implementations§
source§impl<'a> SystemData<'a> for DestroyEventData<'a>where
Entities<'a>: SystemData<'a>,
WriteExpect<'a, RtSim>: SystemData<'a>,
Read<'a, IdMaps>: SystemData<'a>,
ReadExpect<'a, MaterialStatManifest>: SystemData<'a>,
ReadExpect<'a, AbilityMap>: SystemData<'a>,
Read<'a, Time>: SystemData<'a>,
ReadExpect<'a, ProgramTime>: SystemData<'a>,
ReadExpect<'a, Arc<World>>: SystemData<'a>,
ReadExpect<'a, IndexOwned>: SystemData<'a>,
Read<'a, AreasContainer<NoDurabilityArea>>: SystemData<'a>,
Read<'a, EventBus<Outcome>>: SystemData<'a>,
Read<'a, EventBus<CreateItemDropEvent>>: SystemData<'a>,
Read<'a, EventBus<DeleteEvent>>: SystemData<'a>,
Read<'a, EventBus<TransformEvent>>: SystemData<'a>,
Read<'a, EventBus<ChatEvent>>: SystemData<'a>,
Write<'a, EntitiesDiedLastTick>: SystemData<'a>,
WriteStorage<'a, Melee>: SystemData<'a>,
WriteStorage<'a, Beam>: SystemData<'a>,
WriteStorage<'a, SkillSet>: SystemData<'a>,
WriteStorage<'a, Inventory>: SystemData<'a>,
WriteStorage<'a, ItemDrops>: SystemData<'a>,
WriteStorage<'a, Vel>: SystemData<'a>,
WriteStorage<'a, ForceUpdate>: SystemData<'a>,
WriteStorage<'a, Energy>: SystemData<'a>,
WriteStorage<'a, CharacterState>: SystemData<'a>,
WriteStorage<'a, DeathEffects>: SystemData<'a>,
ReadStorage<'a, Player>: SystemData<'a>,
ReadStorage<'a, Client>: SystemData<'a>,
ReadStorage<'a, Uid>: SystemData<'a>,
ReadStorage<'a, Pos>: SystemData<'a>,
WriteStorage<'a, Health>: SystemData<'a>,
ReadStorage<'a, Body>: SystemData<'a>,
ReadStorage<'a, Poise>: SystemData<'a>,
ReadStorage<'a, Group>: SystemData<'a>,
ReadStorage<'a, Alignment>: SystemData<'a>,
ReadStorage<'a, Stats>: SystemData<'a>,
ReadStorage<'a, Agent>: SystemData<'a>,
ReadStorage<'a, RtSimEntity>: SystemData<'a>,
ReadStorage<'a, Presence>: SystemData<'a>,
Read<'a, EventBus<BuffEvent>>: SystemData<'a>,
ReadStorage<'a, Mass>: SystemData<'a>,
impl<'a> SystemData<'a> for DestroyEventData<'a>where
Entities<'a>: SystemData<'a>,
WriteExpect<'a, RtSim>: SystemData<'a>,
Read<'a, IdMaps>: SystemData<'a>,
ReadExpect<'a, MaterialStatManifest>: SystemData<'a>,
ReadExpect<'a, AbilityMap>: SystemData<'a>,
Read<'a, Time>: SystemData<'a>,
ReadExpect<'a, ProgramTime>: SystemData<'a>,
ReadExpect<'a, Arc<World>>: SystemData<'a>,
ReadExpect<'a, IndexOwned>: SystemData<'a>,
Read<'a, AreasContainer<NoDurabilityArea>>: SystemData<'a>,
Read<'a, EventBus<Outcome>>: SystemData<'a>,
Read<'a, EventBus<CreateItemDropEvent>>: SystemData<'a>,
Read<'a, EventBus<DeleteEvent>>: SystemData<'a>,
Read<'a, EventBus<TransformEvent>>: SystemData<'a>,
Read<'a, EventBus<ChatEvent>>: SystemData<'a>,
Write<'a, EntitiesDiedLastTick>: SystemData<'a>,
WriteStorage<'a, Melee>: SystemData<'a>,
WriteStorage<'a, Beam>: SystemData<'a>,
WriteStorage<'a, SkillSet>: SystemData<'a>,
WriteStorage<'a, Inventory>: SystemData<'a>,
WriteStorage<'a, ItemDrops>: SystemData<'a>,
WriteStorage<'a, Vel>: SystemData<'a>,
WriteStorage<'a, ForceUpdate>: SystemData<'a>,
WriteStorage<'a, Energy>: SystemData<'a>,
WriteStorage<'a, CharacterState>: SystemData<'a>,
WriteStorage<'a, DeathEffects>: SystemData<'a>,
ReadStorage<'a, Player>: SystemData<'a>,
ReadStorage<'a, Client>: SystemData<'a>,
ReadStorage<'a, Uid>: SystemData<'a>,
ReadStorage<'a, Pos>: SystemData<'a>,
WriteStorage<'a, Health>: SystemData<'a>,
ReadStorage<'a, Body>: SystemData<'a>,
ReadStorage<'a, Poise>: SystemData<'a>,
ReadStorage<'a, Group>: SystemData<'a>,
ReadStorage<'a, Alignment>: SystemData<'a>,
ReadStorage<'a, Stats>: SystemData<'a>,
ReadStorage<'a, Agent>: SystemData<'a>,
ReadStorage<'a, RtSimEntity>: SystemData<'a>,
ReadStorage<'a, Presence>: SystemData<'a>,
Read<'a, EventBus<BuffEvent>>: SystemData<'a>,
ReadStorage<'a, Mass>: SystemData<'a>,
source§fn fetch(world: &'a World) -> Self
fn fetch(world: &'a World) -> Self
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impl<'a> Freeze for DestroyEventData<'a>
impl<'a> !RefUnwindSafe for DestroyEventData<'a>
impl<'a> Send for DestroyEventData<'a>
impl<'a> Sync for DestroyEventData<'a>
impl<'a> !Unpin for DestroyEventData<'a>
impl<'a> !UnwindSafe for DestroyEventData<'a>
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