Struct veloren_server::sys::agent::data::ReadData

pub struct ReadData<'a> {
Show 39 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 heads: Storage<'a, Heads, Fetch<'a, MaskedStorage<Heads>>>, 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>,
}

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§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>>>§heads: Storage<'a, Heads, Fetch<'a, MaskedStorage<Heads>>>§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>

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impl<'a> ReadData<'a>

pub fn lookup_actor(&self, actor: Actor) -> Option<Entity>

Trait Implementations§

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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, Heads, Fetch<'a, MaskedStorage<Heads>>>: 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>,

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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) -> 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.
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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

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impl<'a> Freeze for ReadData<'a>

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impl<'a> !RefUnwindSafe for ReadData<'a>

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impl<'a> Send for ReadData<'a>

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impl<'a> Sync for ReadData<'a>

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impl<'a> Unpin for ReadData<'a>

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impl<'a> !UnwindSafe for ReadData<'a>

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fn conv<T>(self) -> T
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Converts self into T using Into<T>. Read more
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impl<'a, T> DynamicSystemData<'a> for T
where T: SystemData<'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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fn setup(_: &StaticAccessor<T>, world: &mut World)

Sets up World for fetching this system data.
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fn fetch(_: &StaticAccessor<T>, world: &'a World) -> T

Creates a new resource bundle by fetching the required resources from the World struct. Read more
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