pub struct TrackedStorages<'a> {Show 45 fields
pub uid: ReadStorage<'a, Uid>,
pub spectating_entity: ReadStorage<'a, SpectatingEntity>,
pub body: ReadStorage<'a, Body>,
pub hardcore: ReadStorage<'a, Hardcore>,
pub stats: ReadStorage<'a, Stats>,
pub buffs: ReadStorage<'a, Buffs>,
pub auras: ReadStorage<'a, Auras>,
pub energy: ReadStorage<'a, Energy>,
pub health: ReadStorage<'a, Health>,
pub heads: ReadStorage<'a, Heads>,
pub poise: ReadStorage<'a, Poise>,
pub light_emitter: ReadStorage<'a, LightEmitter>,
pub loot_owner: ReadStorage<'a, LootOwner>,
pub item: ReadStorage<'a, PickupItem>,
pub thrown_item: ReadStorage<'a, ThrownItem>,
pub scale: ReadStorage<'a, Scale>,
pub group: ReadStorage<'a, Group>,
pub is_mount: ReadStorage<'a, IsMount>,
pub is_rider: ReadStorage<'a, IsRider>,
pub is_volume_rider: ReadStorage<'a, IsVolumeRider>,
pub volume_riders: ReadStorage<'a, VolumeRiders>,
pub is_leader: ReadStorage<'a, IsLeader>,
pub is_follower: ReadStorage<'a, IsFollower>,
pub mass: ReadStorage<'a, Mass>,
pub density: ReadStorage<'a, Density>,
pub collider: ReadStorage<'a, Collider>,
pub sticky: ReadStorage<'a, Sticky>,
pub immovable: ReadStorage<'a, Immovable>,
pub character_state: ReadStorage<'a, CharacterState>,
pub character_activity: ReadStorage<'a, CharacterActivity>,
pub shockwave: ReadStorage<'a, Shockwave>,
pub beam: ReadStorage<'a, Beam>,
pub alignment: ReadStorage<'a, Alignment>,
pub stance: ReadStorage<'a, Stance>,
pub object: ReadStorage<'a, Object>,
pub inventory: ReadStorage<'a, Inventory>,
pub skill_set: ReadStorage<'a, SkillSet>,
pub admin: ReadStorage<'a, Admin>,
pub combo: ReadStorage<'a, Combo>,
pub active_abilities: ReadStorage<'a, ActiveAbilities>,
pub can_build: ReadStorage<'a, CanBuild>,
pub is_interactor: ReadStorage<'a, IsInteractor>,
pub interactors: ReadStorage<'a, Interactors>,
pub _ability_map: ReadExpect<'a, AbilityMap>,
pub _msm: ReadExpect<'a, MaterialStatManifest>,
}Fields§
§uid: ReadStorage<'a, Uid>§spectating_entity: ReadStorage<'a, SpectatingEntity>§body: ReadStorage<'a, Body>§hardcore: ReadStorage<'a, Hardcore>§stats: ReadStorage<'a, Stats>§buffs: ReadStorage<'a, Buffs>§auras: ReadStorage<'a, Auras>§energy: ReadStorage<'a, Energy>§health: ReadStorage<'a, Health>§heads: ReadStorage<'a, Heads>§poise: ReadStorage<'a, Poise>§light_emitter: ReadStorage<'a, LightEmitter>§loot_owner: ReadStorage<'a, LootOwner>§item: ReadStorage<'a, PickupItem>§thrown_item: ReadStorage<'a, ThrownItem>§scale: ReadStorage<'a, Scale>§group: ReadStorage<'a, Group>§is_mount: ReadStorage<'a, IsMount>§is_rider: ReadStorage<'a, IsRider>§is_volume_rider: ReadStorage<'a, IsVolumeRider>§volume_riders: ReadStorage<'a, VolumeRiders>§is_leader: ReadStorage<'a, IsLeader>§is_follower: ReadStorage<'a, IsFollower>§mass: ReadStorage<'a, Mass>§density: ReadStorage<'a, Density>§collider: ReadStorage<'a, Collider>§sticky: ReadStorage<'a, Sticky>§immovable: ReadStorage<'a, Immovable>§character_state: ReadStorage<'a, CharacterState>§character_activity: ReadStorage<'a, CharacterActivity>§shockwave: ReadStorage<'a, Shockwave>§beam: ReadStorage<'a, Beam>§alignment: ReadStorage<'a, Alignment>§stance: ReadStorage<'a, Stance>§object: ReadStorage<'a, Object>§inventory: ReadStorage<'a, Inventory>§skill_set: ReadStorage<'a, SkillSet>§admin: ReadStorage<'a, Admin>§combo: ReadStorage<'a, Combo>§active_abilities: ReadStorage<'a, ActiveAbilities>§can_build: ReadStorage<'a, CanBuild>§is_interactor: ReadStorage<'a, IsInteractor>§interactors: ReadStorage<'a, Interactors>§_ability_map: ReadExpect<'a, AbilityMap>§_msm: ReadExpect<'a, MaterialStatManifest>Implementations§
Source§impl TrackedStorages<'_>
impl TrackedStorages<'_>
Sourcepub fn create_entity_package(
&self,
entity: EcsEntity,
pos: Option<Pos>,
vel: Option<Vel>,
ori: Option<Ori>,
) -> Option<EntityPackage<EcsCompPacket>>
pub fn create_entity_package( &self, entity: EcsEntity, pos: Option<Pos>, vel: Option<Vel>, ori: Option<Ori>, ) -> Option<EntityPackage<EcsCompPacket>>
Create a package containing all the synced components for this entity. This is used to initialized the entity’s representation on the client (e.g. used when a new entity is within the area synced to the client).
Note: This is only for components that are synced to the client for all entities.
Sourcepub fn create_entity_package_with_uid(
&self,
entity: EcsEntity,
uid: Uid,
pos: Option<Pos>,
vel: Option<Vel>,
ori: Option<Ori>,
) -> EntityPackage<EcsCompPacket>
pub fn create_entity_package_with_uid( &self, entity: EcsEntity, uid: Uid, pos: Option<Pos>, vel: Option<Vel>, ori: Option<Ori>, ) -> EntityPackage<EcsCompPacket>
See Self::create_entity_package.
NOTE: Only if you’re certain you know the UID for the entity, and it hasn’t changed!
Sourcepub fn create_sync_from_client_entity_switch(
&self,
old_uid: Uid,
new_uid: Uid,
new_entity: Entity,
) -> CompSyncPackage<EcsCompPacket>
pub fn create_sync_from_client_entity_switch( &self, old_uid: Uid, new_uid: Uid, new_entity: Entity, ) -> CompSyncPackage<EcsCompPacket>
Create sync package for switching a client to another entity specifically to remove/add components that are only synced for the client’s entity.
Trait Implementations§
Source§impl<'a> SystemData<'a> for TrackedStorages<'a>where
ReadStorage<'a, Uid>: SystemData<'a>,
ReadStorage<'a, SpectatingEntity>: SystemData<'a>,
ReadStorage<'a, Body>: SystemData<'a>,
ReadStorage<'a, Hardcore>: SystemData<'a>,
ReadStorage<'a, Stats>: SystemData<'a>,
ReadStorage<'a, Buffs>: SystemData<'a>,
ReadStorage<'a, Auras>: SystemData<'a>,
ReadStorage<'a, Energy>: SystemData<'a>,
ReadStorage<'a, Health>: SystemData<'a>,
ReadStorage<'a, Heads>: SystemData<'a>,
ReadStorage<'a, Poise>: SystemData<'a>,
ReadStorage<'a, LightEmitter>: SystemData<'a>,
ReadStorage<'a, LootOwner>: SystemData<'a>,
ReadStorage<'a, PickupItem>: SystemData<'a>,
ReadStorage<'a, ThrownItem>: SystemData<'a>,
ReadStorage<'a, Scale>: SystemData<'a>,
ReadStorage<'a, Group>: SystemData<'a>,
ReadStorage<'a, IsMount>: SystemData<'a>,
ReadStorage<'a, IsRider>: SystemData<'a>,
ReadStorage<'a, IsVolumeRider>: SystemData<'a>,
ReadStorage<'a, VolumeRiders>: SystemData<'a>,
ReadStorage<'a, IsLeader>: SystemData<'a>,
ReadStorage<'a, IsFollower>: SystemData<'a>,
ReadStorage<'a, Mass>: SystemData<'a>,
ReadStorage<'a, Density>: SystemData<'a>,
ReadStorage<'a, Collider>: SystemData<'a>,
ReadStorage<'a, Sticky>: SystemData<'a>,
ReadStorage<'a, Immovable>: SystemData<'a>,
ReadStorage<'a, CharacterState>: SystemData<'a>,
ReadStorage<'a, CharacterActivity>: SystemData<'a>,
ReadStorage<'a, Shockwave>: SystemData<'a>,
ReadStorage<'a, Beam>: SystemData<'a>,
ReadStorage<'a, Alignment>: SystemData<'a>,
ReadStorage<'a, Stance>: SystemData<'a>,
ReadStorage<'a, Object>: SystemData<'a>,
ReadStorage<'a, Inventory>: SystemData<'a>,
ReadStorage<'a, SkillSet>: SystemData<'a>,
ReadStorage<'a, Admin>: SystemData<'a>,
ReadStorage<'a, Combo>: SystemData<'a>,
ReadStorage<'a, ActiveAbilities>: SystemData<'a>,
ReadStorage<'a, CanBuild>: SystemData<'a>,
ReadStorage<'a, IsInteractor>: SystemData<'a>,
ReadStorage<'a, Interactors>: SystemData<'a>,
ReadExpect<'a, AbilityMap>: SystemData<'a>,
ReadExpect<'a, MaterialStatManifest>: SystemData<'a>,
impl<'a> SystemData<'a> for TrackedStorages<'a>where
ReadStorage<'a, Uid>: SystemData<'a>,
ReadStorage<'a, SpectatingEntity>: SystemData<'a>,
ReadStorage<'a, Body>: SystemData<'a>,
ReadStorage<'a, Hardcore>: SystemData<'a>,
ReadStorage<'a, Stats>: SystemData<'a>,
ReadStorage<'a, Buffs>: SystemData<'a>,
ReadStorage<'a, Auras>: SystemData<'a>,
ReadStorage<'a, Energy>: SystemData<'a>,
ReadStorage<'a, Health>: SystemData<'a>,
ReadStorage<'a, Heads>: SystemData<'a>,
ReadStorage<'a, Poise>: SystemData<'a>,
ReadStorage<'a, LightEmitter>: SystemData<'a>,
ReadStorage<'a, LootOwner>: SystemData<'a>,
ReadStorage<'a, PickupItem>: SystemData<'a>,
ReadStorage<'a, ThrownItem>: SystemData<'a>,
ReadStorage<'a, Scale>: SystemData<'a>,
ReadStorage<'a, Group>: SystemData<'a>,
ReadStorage<'a, IsMount>: SystemData<'a>,
ReadStorage<'a, IsRider>: SystemData<'a>,
ReadStorage<'a, IsVolumeRider>: SystemData<'a>,
ReadStorage<'a, VolumeRiders>: SystemData<'a>,
ReadStorage<'a, IsLeader>: SystemData<'a>,
ReadStorage<'a, IsFollower>: SystemData<'a>,
ReadStorage<'a, Mass>: SystemData<'a>,
ReadStorage<'a, Density>: SystemData<'a>,
ReadStorage<'a, Collider>: SystemData<'a>,
ReadStorage<'a, Sticky>: SystemData<'a>,
ReadStorage<'a, Immovable>: SystemData<'a>,
ReadStorage<'a, CharacterState>: SystemData<'a>,
ReadStorage<'a, CharacterActivity>: SystemData<'a>,
ReadStorage<'a, Shockwave>: SystemData<'a>,
ReadStorage<'a, Beam>: SystemData<'a>,
ReadStorage<'a, Alignment>: SystemData<'a>,
ReadStorage<'a, Stance>: SystemData<'a>,
ReadStorage<'a, Object>: SystemData<'a>,
ReadStorage<'a, Inventory>: SystemData<'a>,
ReadStorage<'a, SkillSet>: SystemData<'a>,
ReadStorage<'a, Admin>: SystemData<'a>,
ReadStorage<'a, Combo>: SystemData<'a>,
ReadStorage<'a, ActiveAbilities>: SystemData<'a>,
ReadStorage<'a, CanBuild>: SystemData<'a>,
ReadStorage<'a, IsInteractor>: SystemData<'a>,
ReadStorage<'a, Interactors>: SystemData<'a>,
ReadExpect<'a, AbilityMap>: SystemData<'a>,
ReadExpect<'a, MaterialStatManifest>: 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 TrackedStorages<'a>
impl<'a> !RefUnwindSafe for TrackedStorages<'a>
impl<'a> Send for TrackedStorages<'a>
impl<'a> Sync for TrackedStorages<'a>
impl<'a> Unpin for TrackedStorages<'a>
impl<'a> !UnwindSafe for TrackedStorages<'a>
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