pub struct TrackedStorages<'a> {
Show 38 fields pub uid: ReadStorage<'a, Uid>, pub body: ReadStorage<'a, Body>, 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 poise: ReadStorage<'a, Poise>, pub light_emitter: ReadStorage<'a, LightEmitter>, pub loot_owner: ReadStorage<'a, LootOwner>, pub item: ReadStorage<'a, PickupItem>, 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 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 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 object: ReadStorage<'a, Object>, pub _ability_map: ReadExpect<'a, AbilityMap>, pub _msm: ReadExpect<'a, MaterialStatManifest>,
}

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§uid: ReadStorage<'a, Uid>§body: ReadStorage<'a, Body>§stats: ReadStorage<'a, Stats>§buffs: ReadStorage<'a, Buffs>§auras: ReadStorage<'a, Auras>§energy: ReadStorage<'a, Energy>§health: ReadStorage<'a, Health>§poise: ReadStorage<'a, Poise>§light_emitter: ReadStorage<'a, LightEmitter>§loot_owner: ReadStorage<'a, LootOwner>§item: ReadStorage<'a, PickupItem>§scale: ReadStorage<'a, Scale>§group: ReadStorage<'a, Group>§is_mount: ReadStorage<'a, IsMount>§is_rider: ReadStorage<'a, IsRider>§is_volume_rider: ReadStorage<'a, IsVolumeRider>§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>§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>§object: ReadStorage<'a, Object>§_ability_map: ReadExpect<'a, AbilityMap>§_msm: ReadExpect<'a, MaterialStatManifest>

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impl TrackedStorages<'_>

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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.

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pub fn create_entity_package_with_uid( &self, entity: EcsEntity, uid: Uid, pos: Option<Pos>, vel: Option<Vel>, ori: Option<Ori> ) -> EntityPackage<EcsCompPacket>

See [create_entity_package].

NOTE: Only if you’re certain you know the UID for the entity, and it hasn’t changed!

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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§

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impl<'a> SystemData<'a> for TrackedStorages<'a>
where ReadStorage<'a, Uid>: SystemData<'a>, ReadStorage<'a, Body>: 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, Poise>: SystemData<'a>, ReadStorage<'a, LightEmitter>: SystemData<'a>, ReadStorage<'a, LootOwner>: SystemData<'a>, ReadStorage<'a, PickupItem>: 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, 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, 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, Object>: SystemData<'a>, ReadExpect<'a, AbilityMap>: SystemData<'a>, ReadExpect<'a, MaterialStatManifest>: 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

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

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impl<'a> Send for TrackedStorages<'a>

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impl<'a> Sync for TrackedStorages<'a>

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impl<'a> Unpin for TrackedStorages<'a>

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

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where T: 'static + ?Sized,

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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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fn fetch(_: &StaticAccessor<T>, world: &'a World) -> T

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