Struct veloren_server_agent::data::ReadData

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pub struct ReadData<'a> {
Show 39 fields pub entities: Entities<'a>, 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: ReadStorage<'a, Energy>, pub positions: ReadStorage<'a, Pos>, pub velocities: ReadStorage<'a, Vel>, pub orientations: ReadStorage<'a, Ori>, pub scales: ReadStorage<'a, Scale>, pub healths: ReadStorage<'a, Health>, pub heads: ReadStorage<'a, Heads>, pub inventories: ReadStorage<'a, Inventory>, pub stats: ReadStorage<'a, Stats>, pub skill_set: ReadStorage<'a, SkillSet>, pub physics_states: ReadStorage<'a, PhysicsState>, pub char_states: ReadStorage<'a, CharacterState>, pub uids: ReadStorage<'a, Uid>, pub groups: ReadStorage<'a, Group>, pub terrain: ReadExpect<'a, TerrainGrid>, pub alignments: ReadStorage<'a, Alignment>, pub bodies: ReadStorage<'a, Body>, pub is_mounts: ReadStorage<'a, Is<Mount>>, pub is_riders: ReadStorage<'a, Is<Rider>>, pub is_volume_riders: ReadStorage<'a, Is<VolumeRider>>, pub time_of_day: Read<'a, TimeOfDay>, pub light_emitter: ReadStorage<'a, LightEmitter>, pub world: ReadExpect<'a, Arc<World>>, pub rtsim_entities: ReadStorage<'a, RtSimEntity>, pub buffs: ReadStorage<'a, Buffs>, pub combos: ReadStorage<'a, Combo>, pub active_abilities: ReadStorage<'a, ActiveAbilities>, pub loot_owners: ReadStorage<'a, LootOwner>, pub msm: ReadExpect<'a, MaterialStatManifest>, pub poises: ReadStorage<'a, Poise>, pub stances: ReadStorage<'a, Stance>, pub presences: ReadStorage<'a, Presence>, pub ability_map: ReadExpect<'a, AbilityMap>,
}

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§entities: Entities<'a>§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: ReadStorage<'a, Energy>§positions: ReadStorage<'a, Pos>§velocities: ReadStorage<'a, Vel>§orientations: ReadStorage<'a, Ori>§scales: ReadStorage<'a, Scale>§healths: ReadStorage<'a, Health>§heads: ReadStorage<'a, Heads>§inventories: ReadStorage<'a, Inventory>§stats: ReadStorage<'a, Stats>§skill_set: ReadStorage<'a, SkillSet>§physics_states: ReadStorage<'a, PhysicsState>§char_states: ReadStorage<'a, CharacterState>§uids: ReadStorage<'a, Uid>§groups: ReadStorage<'a, Group>§terrain: ReadExpect<'a, TerrainGrid>§alignments: ReadStorage<'a, Alignment>§bodies: ReadStorage<'a, Body>§is_mounts: ReadStorage<'a, Is<Mount>>§is_riders: ReadStorage<'a, Is<Rider>>§is_volume_riders: ReadStorage<'a, Is<VolumeRider>>§time_of_day: Read<'a, TimeOfDay>§light_emitter: ReadStorage<'a, LightEmitter>§world: ReadExpect<'a, Arc<World>>§rtsim_entities: ReadStorage<'a, RtSimEntity>§buffs: ReadStorage<'a, Buffs>§combos: ReadStorage<'a, Combo>§active_abilities: ReadStorage<'a, ActiveAbilities>§loot_owners: ReadStorage<'a, LootOwner>§msm: ReadExpect<'a, MaterialStatManifest>§poises: ReadStorage<'a, Poise>§stances: ReadStorage<'a, Stance>§presences: ReadStorage<'a, Presence>§ability_map: ReadExpect<'a, AbilityMap>

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impl<'a> ReadData<'a>

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

Trait Implementations§

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impl<'a> SystemData<'a> for ReadData<'a>
where Entities<'a>: 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>, ReadStorage<'a, Energy>: SystemData<'a>, ReadStorage<'a, Pos>: SystemData<'a>, ReadStorage<'a, Vel>: SystemData<'a>, ReadStorage<'a, Ori>: SystemData<'a>, ReadStorage<'a, Scale>: SystemData<'a>, ReadStorage<'a, Health>: SystemData<'a>, ReadStorage<'a, Heads>: SystemData<'a>, ReadStorage<'a, Inventory>: SystemData<'a>, ReadStorage<'a, Stats>: SystemData<'a>, ReadStorage<'a, SkillSet>: SystemData<'a>, ReadStorage<'a, PhysicsState>: SystemData<'a>, ReadStorage<'a, CharacterState>: SystemData<'a>, ReadStorage<'a, Uid>: SystemData<'a>, ReadStorage<'a, Group>: SystemData<'a>, ReadExpect<'a, TerrainGrid>: SystemData<'a>, ReadStorage<'a, Alignment>: SystemData<'a>, ReadStorage<'a, Body>: SystemData<'a>, ReadStorage<'a, Is<Mount>>: SystemData<'a>, ReadStorage<'a, Is<Rider>>: SystemData<'a>, ReadStorage<'a, Is<VolumeRider>>: SystemData<'a>, Read<'a, TimeOfDay>: SystemData<'a>, ReadStorage<'a, LightEmitter>: SystemData<'a>, ReadExpect<'a, Arc<World>>: SystemData<'a>, ReadStorage<'a, RtSimEntity>: SystemData<'a>, ReadStorage<'a, Buffs>: SystemData<'a>, ReadStorage<'a, Combo>: SystemData<'a>, ReadStorage<'a, ActiveAbilities>: SystemData<'a>, ReadStorage<'a, LootOwner>: SystemData<'a>, ReadExpect<'a, MaterialStatManifest>: SystemData<'a>, ReadStorage<'a, Poise>: SystemData<'a>, ReadStorage<'a, Stance>: SystemData<'a>, ReadStorage<'a, Presence>: SystemData<'a>, ReadExpect<'a, AbilityMap>: 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> 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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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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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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