pub struct DestroyEventData<'a> {
Show 38 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>>, chat_events: Read<'a, EventBus<ChatEvent>>, 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>, players: ReadStorage<'a, Player>, clients: ReadStorage<'a, Client>, uids: ReadStorage<'a, Uid>, positions: ReadStorage<'a, Pos>, healths: ReadStorage<'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>,
}

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§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>>§chat_events: Read<'a, EventBus<ChatEvent>>§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>§players: ReadStorage<'a, Player>§clients: ReadStorage<'a, Client>§uids: ReadStorage<'a, Uid>§positions: ReadStorage<'a, Pos>§healths: ReadStorage<'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§

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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<ChatEvent>>: 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>, ReadStorage<'a, Player>: SystemData<'a>, ReadStorage<'a, Client>: SystemData<'a>, ReadStorage<'a, Uid>: SystemData<'a>, ReadStorage<'a, Pos>: SystemData<'a>, ReadStorage<'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>,

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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> !RefUnwindSafe for DestroyEventData<'a>

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impl<'a> Send for DestroyEventData<'a>

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impl<'a> Sync for DestroyEventData<'a>

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impl<'a> !Unpin for DestroyEventData<'a>

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impl<'a> !UnwindSafe for DestroyEventData<'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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Sets up World for fetching this system data.
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