pub struct ReadData<'a> {Show 38 fields
pub entities: Read<'a, EntitiesRes>,
pub id_maps: Read<'a, IdMaps>,
pub dt: Read<'a, DeltaTime>,
pub time: Read<'a, Time>,
pub cached_spatial_grid: Read<'a, CachedSpatialGrid>,
pub group_manager: Read<'a, GroupManager>,
pub energies: Storage<'a, Energy, Fetch<'a, MaskedStorage<Energy>>>,
pub positions: Storage<'a, Pos, Fetch<'a, MaskedStorage<Pos>>>,
pub velocities: Storage<'a, Vel, Fetch<'a, MaskedStorage<Vel>>>,
pub orientations: Storage<'a, Ori, Fetch<'a, MaskedStorage<Ori>>>,
pub scales: Storage<'a, Scale, Fetch<'a, MaskedStorage<Scale>>>,
pub healths: Storage<'a, Health, Fetch<'a, MaskedStorage<Health>>>,
pub inventories: Storage<'a, Inventory, Fetch<'a, MaskedStorage<Inventory>>>,
pub stats: Storage<'a, Stats, Fetch<'a, MaskedStorage<Stats>>>,
pub skill_set: Storage<'a, SkillSet, Fetch<'a, MaskedStorage<SkillSet>>>,
pub physics_states: Storage<'a, PhysicsState, Fetch<'a, MaskedStorage<PhysicsState>>>,
pub char_states: Storage<'a, CharacterState, Fetch<'a, MaskedStorage<CharacterState>>>,
pub uids: Storage<'a, Uid, Fetch<'a, MaskedStorage<Uid>>>,
pub groups: Storage<'a, Group, Fetch<'a, MaskedStorage<Group>>>,
pub terrain: Read<'a, VolGrid2d<Chonk<Block, TerrainChunkSize, TerrainChunkMeta>>, PanicHandler>,
pub alignments: Storage<'a, Alignment, Fetch<'a, MaskedStorage<Alignment>>>,
pub bodies: Storage<'a, Body, Fetch<'a, MaskedStorage<Body>>>,
pub is_mounts: Storage<'a, Is<Mount>, Fetch<'a, MaskedStorage<Is<Mount>>>>,
pub is_riders: Storage<'a, Is<Rider>, Fetch<'a, MaskedStorage<Is<Rider>>>>,
pub is_volume_riders: Storage<'a, Is<VolumeRider>, Fetch<'a, MaskedStorage<Is<VolumeRider>>>>,
pub time_of_day: Read<'a, TimeOfDay>,
pub light_emitter: Storage<'a, LightEmitter, Fetch<'a, MaskedStorage<LightEmitter>>>,
pub world: Read<'a, Arc<World>, PanicHandler>,
pub rtsim_entities: Storage<'a, RtSimEntity, Fetch<'a, MaskedStorage<RtSimEntity>>>,
pub buffs: Storage<'a, Buffs, Fetch<'a, MaskedStorage<Buffs>>>,
pub combos: Storage<'a, Combo, Fetch<'a, MaskedStorage<Combo>>>,
pub active_abilities: Storage<'a, ActiveAbilities, Fetch<'a, MaskedStorage<ActiveAbilities>>>,
pub loot_owners: Storage<'a, LootOwner, Fetch<'a, MaskedStorage<LootOwner>>>,
pub msm: Read<'a, MaterialStatManifest, PanicHandler>,
pub poises: Storage<'a, Poise, Fetch<'a, MaskedStorage<Poise>>>,
pub stances: Storage<'a, Stance, Fetch<'a, MaskedStorage<Stance>>>,
pub presences: Storage<'a, Presence, Fetch<'a, MaskedStorage<Presence>>>,
pub ability_map: Read<'a, AbilityMap, PanicHandler>,
}
Fields§
§entities: Read<'a, EntitiesRes>
§id_maps: Read<'a, IdMaps>
§dt: Read<'a, DeltaTime>
§time: Read<'a, Time>
§cached_spatial_grid: Read<'a, CachedSpatialGrid>
§group_manager: Read<'a, GroupManager>
§energies: Storage<'a, Energy, Fetch<'a, MaskedStorage<Energy>>>
§positions: Storage<'a, Pos, Fetch<'a, MaskedStorage<Pos>>>
§velocities: Storage<'a, Vel, Fetch<'a, MaskedStorage<Vel>>>
§orientations: Storage<'a, Ori, Fetch<'a, MaskedStorage<Ori>>>
§scales: Storage<'a, Scale, Fetch<'a, MaskedStorage<Scale>>>
§healths: Storage<'a, Health, Fetch<'a, MaskedStorage<Health>>>
§inventories: Storage<'a, Inventory, Fetch<'a, MaskedStorage<Inventory>>>
§stats: Storage<'a, Stats, Fetch<'a, MaskedStorage<Stats>>>
§skill_set: Storage<'a, SkillSet, Fetch<'a, MaskedStorage<SkillSet>>>
§physics_states: Storage<'a, PhysicsState, Fetch<'a, MaskedStorage<PhysicsState>>>
§char_states: Storage<'a, CharacterState, Fetch<'a, MaskedStorage<CharacterState>>>
§uids: Storage<'a, Uid, Fetch<'a, MaskedStorage<Uid>>>
§groups: Storage<'a, Group, Fetch<'a, MaskedStorage<Group>>>
§terrain: Read<'a, VolGrid2d<Chonk<Block, TerrainChunkSize, TerrainChunkMeta>>, PanicHandler>
§alignments: Storage<'a, Alignment, Fetch<'a, MaskedStorage<Alignment>>>
§bodies: Storage<'a, Body, Fetch<'a, MaskedStorage<Body>>>
§is_mounts: Storage<'a, Is<Mount>, Fetch<'a, MaskedStorage<Is<Mount>>>>
§is_riders: Storage<'a, Is<Rider>, Fetch<'a, MaskedStorage<Is<Rider>>>>
§is_volume_riders: Storage<'a, Is<VolumeRider>, Fetch<'a, MaskedStorage<Is<VolumeRider>>>>
§time_of_day: Read<'a, TimeOfDay>
§light_emitter: Storage<'a, LightEmitter, Fetch<'a, MaskedStorage<LightEmitter>>>
§world: Read<'a, Arc<World>, PanicHandler>
§rtsim_entities: Storage<'a, RtSimEntity, Fetch<'a, MaskedStorage<RtSimEntity>>>
§buffs: Storage<'a, Buffs, Fetch<'a, MaskedStorage<Buffs>>>
§combos: Storage<'a, Combo, Fetch<'a, MaskedStorage<Combo>>>
§active_abilities: Storage<'a, ActiveAbilities, Fetch<'a, MaskedStorage<ActiveAbilities>>>
§loot_owners: Storage<'a, LootOwner, Fetch<'a, MaskedStorage<LootOwner>>>
§msm: Read<'a, MaterialStatManifest, PanicHandler>
§poises: Storage<'a, Poise, Fetch<'a, MaskedStorage<Poise>>>
§stances: Storage<'a, Stance, Fetch<'a, MaskedStorage<Stance>>>
§presences: Storage<'a, Presence, Fetch<'a, MaskedStorage<Presence>>>
§ability_map: Read<'a, AbilityMap, PanicHandler>
Implementations§
Trait Implementations§
source§impl<'a> SystemData<'a> for ReadData<'a>where
Read<'a, EntitiesRes>: SystemData<'a>,
Read<'a, IdMaps>: SystemData<'a>,
Read<'a, DeltaTime>: SystemData<'a>,
Read<'a, Time>: SystemData<'a>,
Read<'a, CachedSpatialGrid>: SystemData<'a>,
Read<'a, GroupManager>: SystemData<'a>,
Storage<'a, Energy, Fetch<'a, MaskedStorage<Energy>>>: SystemData<'a>,
Storage<'a, Pos, Fetch<'a, MaskedStorage<Pos>>>: SystemData<'a>,
Storage<'a, Vel, Fetch<'a, MaskedStorage<Vel>>>: SystemData<'a>,
Storage<'a, Ori, Fetch<'a, MaskedStorage<Ori>>>: SystemData<'a>,
Storage<'a, Scale, Fetch<'a, MaskedStorage<Scale>>>: SystemData<'a>,
Storage<'a, Health, Fetch<'a, MaskedStorage<Health>>>: SystemData<'a>,
Storage<'a, Inventory, Fetch<'a, MaskedStorage<Inventory>>>: SystemData<'a>,
Storage<'a, Stats, Fetch<'a, MaskedStorage<Stats>>>: SystemData<'a>,
Storage<'a, SkillSet, Fetch<'a, MaskedStorage<SkillSet>>>: SystemData<'a>,
Storage<'a, PhysicsState, Fetch<'a, MaskedStorage<PhysicsState>>>: SystemData<'a>,
Storage<'a, CharacterState, Fetch<'a, MaskedStorage<CharacterState>>>: SystemData<'a>,
Storage<'a, Uid, Fetch<'a, MaskedStorage<Uid>>>: SystemData<'a>,
Storage<'a, Group, Fetch<'a, MaskedStorage<Group>>>: SystemData<'a>,
Read<'a, VolGrid2d<Chonk<Block, TerrainChunkSize, TerrainChunkMeta>>, PanicHandler>: SystemData<'a>,
Storage<'a, Alignment, Fetch<'a, MaskedStorage<Alignment>>>: SystemData<'a>,
Storage<'a, Body, Fetch<'a, MaskedStorage<Body>>>: SystemData<'a>,
Storage<'a, Is<Mount>, Fetch<'a, MaskedStorage<Is<Mount>>>>: SystemData<'a>,
Storage<'a, Is<Rider>, Fetch<'a, MaskedStorage<Is<Rider>>>>: SystemData<'a>,
Storage<'a, Is<VolumeRider>, Fetch<'a, MaskedStorage<Is<VolumeRider>>>>: SystemData<'a>,
Read<'a, TimeOfDay>: SystemData<'a>,
Storage<'a, LightEmitter, Fetch<'a, MaskedStorage<LightEmitter>>>: SystemData<'a>,
Read<'a, Arc<World>, PanicHandler>: SystemData<'a>,
Storage<'a, RtSimEntity, Fetch<'a, MaskedStorage<RtSimEntity>>>: SystemData<'a>,
Storage<'a, Buffs, Fetch<'a, MaskedStorage<Buffs>>>: SystemData<'a>,
Storage<'a, Combo, Fetch<'a, MaskedStorage<Combo>>>: SystemData<'a>,
Storage<'a, ActiveAbilities, Fetch<'a, MaskedStorage<ActiveAbilities>>>: SystemData<'a>,
Storage<'a, LootOwner, Fetch<'a, MaskedStorage<LootOwner>>>: SystemData<'a>,
Read<'a, MaterialStatManifest, PanicHandler>: SystemData<'a>,
Storage<'a, Poise, Fetch<'a, MaskedStorage<Poise>>>: SystemData<'a>,
Storage<'a, Stance, Fetch<'a, MaskedStorage<Stance>>>: SystemData<'a>,
Storage<'a, Presence, Fetch<'a, MaskedStorage<Presence>>>: SystemData<'a>,
Read<'a, AbilityMap, PanicHandler>: SystemData<'a>,
impl<'a> SystemData<'a> for ReadData<'a>where
Read<'a, EntitiesRes>: SystemData<'a>,
Read<'a, IdMaps>: SystemData<'a>,
Read<'a, DeltaTime>: SystemData<'a>,
Read<'a, Time>: SystemData<'a>,
Read<'a, CachedSpatialGrid>: SystemData<'a>,
Read<'a, GroupManager>: SystemData<'a>,
Storage<'a, Energy, Fetch<'a, MaskedStorage<Energy>>>: SystemData<'a>,
Storage<'a, Pos, Fetch<'a, MaskedStorage<Pos>>>: SystemData<'a>,
Storage<'a, Vel, Fetch<'a, MaskedStorage<Vel>>>: SystemData<'a>,
Storage<'a, Ori, Fetch<'a, MaskedStorage<Ori>>>: SystemData<'a>,
Storage<'a, Scale, Fetch<'a, MaskedStorage<Scale>>>: SystemData<'a>,
Storage<'a, Health, Fetch<'a, MaskedStorage<Health>>>: SystemData<'a>,
Storage<'a, Inventory, Fetch<'a, MaskedStorage<Inventory>>>: SystemData<'a>,
Storage<'a, Stats, Fetch<'a, MaskedStorage<Stats>>>: SystemData<'a>,
Storage<'a, SkillSet, Fetch<'a, MaskedStorage<SkillSet>>>: SystemData<'a>,
Storage<'a, PhysicsState, Fetch<'a, MaskedStorage<PhysicsState>>>: SystemData<'a>,
Storage<'a, CharacterState, Fetch<'a, MaskedStorage<CharacterState>>>: SystemData<'a>,
Storage<'a, Uid, Fetch<'a, MaskedStorage<Uid>>>: SystemData<'a>,
Storage<'a, Group, Fetch<'a, MaskedStorage<Group>>>: SystemData<'a>,
Read<'a, VolGrid2d<Chonk<Block, TerrainChunkSize, TerrainChunkMeta>>, PanicHandler>: SystemData<'a>,
Storage<'a, Alignment, Fetch<'a, MaskedStorage<Alignment>>>: SystemData<'a>,
Storage<'a, Body, Fetch<'a, MaskedStorage<Body>>>: SystemData<'a>,
Storage<'a, Is<Mount>, Fetch<'a, MaskedStorage<Is<Mount>>>>: SystemData<'a>,
Storage<'a, Is<Rider>, Fetch<'a, MaskedStorage<Is<Rider>>>>: SystemData<'a>,
Storage<'a, Is<VolumeRider>, Fetch<'a, MaskedStorage<Is<VolumeRider>>>>: SystemData<'a>,
Read<'a, TimeOfDay>: SystemData<'a>,
Storage<'a, LightEmitter, Fetch<'a, MaskedStorage<LightEmitter>>>: SystemData<'a>,
Read<'a, Arc<World>, PanicHandler>: SystemData<'a>,
Storage<'a, RtSimEntity, Fetch<'a, MaskedStorage<RtSimEntity>>>: SystemData<'a>,
Storage<'a, Buffs, Fetch<'a, MaskedStorage<Buffs>>>: SystemData<'a>,
Storage<'a, Combo, Fetch<'a, MaskedStorage<Combo>>>: SystemData<'a>,
Storage<'a, ActiveAbilities, Fetch<'a, MaskedStorage<ActiveAbilities>>>: SystemData<'a>,
Storage<'a, LootOwner, Fetch<'a, MaskedStorage<LootOwner>>>: SystemData<'a>,
Read<'a, MaterialStatManifest, PanicHandler>: SystemData<'a>,
Storage<'a, Poise, Fetch<'a, MaskedStorage<Poise>>>: SystemData<'a>,
Storage<'a, Stance, Fetch<'a, MaskedStorage<Stance>>>: SystemData<'a>,
Storage<'a, Presence, Fetch<'a, MaskedStorage<Presence>>>: SystemData<'a>,
Read<'a, AbilityMap, PanicHandler>: SystemData<'a>,
source§fn fetch(world: &'a World) -> ReadData<'a>
fn fetch(world: &'a World) -> ReadData<'a>
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> !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>
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