Struct veloren_server::sys::terrain::event_emitters::Events

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pub struct Events<'a> {
    create_npc: Option<Read<'a, EventBus<CreateNpcEvent>>>,
    create_waypoint: Option<Read<'a, EventBus<CreateSpecialEntityEvent>>>,
}

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§create_npc: Option<Read<'a, EventBus<CreateNpcEvent>>>§create_waypoint: Option<Read<'a, EventBus<CreateSpecialEntityEvent>>>

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impl<'a> Events<'a>

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pub fn get_emitters(&self) -> Emitters<'_>

Trait Implementations§

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impl<'a> SystemData<'a> for Events<'a>
where Option<Read<'a, EventBus<CreateNpcEvent>>>: SystemData<'a>, Option<Read<'a, EventBus<CreateSpecialEntityEvent>>>: 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> Freeze for Events<'a>

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

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impl<'a> Send for Events<'a>

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impl<'a> Sync for Events<'a>

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impl<'a> Unpin for Events<'a>

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impl<'a> !UnwindSafe for Events<'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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