Struct SpawnDetails
pub struct SpawnDetails { /* private fields */ }Expand description
The SpawnDetails query parameter fetches the Tick the entity was spawned at.
To evaluate whether the spawn happened since the last time the system ran, the system
param SystemChangeTick needs to be used.
If the query should filter for spawned entities instead, use the
Spawned query filter instead.
§Examples
fn print_spawn_details(query: Query<(Entity, SpawnDetails)>) {
for (entity, spawn_details) in &query {
if spawn_details.is_spawned() {
print!("new ");
}
print!(
"entity {:?} spawned at {:?}",
entity,
spawn_details.spawn_tick()
);
match spawn_details.spawned_by().into_option() {
Some(location) => println!(" by {:?}", location),
None => println!()
}
}
}
Implementations§
§impl SpawnDetails
impl SpawnDetails
pub fn is_spawned(self) -> bool
pub fn is_spawned(self) -> bool
Returns true if the entity spawned since the last time this system ran.
Otherwise, returns false.
pub fn is_spawned_after(self, other: Tick) -> bool
pub fn is_spawned_after(self, other: Tick) -> bool
Returns true if the entity spawned after the other tick.
Otherwise, returns false.
pub fn spawn_tick(self) -> Tick
pub fn spawn_tick(self) -> Tick
Returns the Tick this entity spawned at.
pub fn spawned_by(self) -> MaybeLocation
pub fn spawned_by(self) -> MaybeLocation
Returns the source code location from which this entity has been spawned.
Trait Implementations§
§impl Clone for SpawnDetails
impl Clone for SpawnDetails
§fn clone(&self) -> SpawnDetails
fn clone(&self) -> SpawnDetails
Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read more§impl Debug for SpawnDetails
impl Debug for SpawnDetails
§impl QueryData for SpawnDetails
impl QueryData for SpawnDetails
§const IS_READ_ONLY: bool = true
const IS_READ_ONLY: bool = true
True if this query is read-only and may not perform mutable access.
§const IS_ARCHETYPAL: bool = true
const IS_ARCHETYPAL: bool = true
Returns true if (and only if) this query data relies strictly on archetypes to limit which
entities are accessed by the Query. Read more
§type ReadOnly = SpawnDetails
type ReadOnly = SpawnDetails
The read-only variant of this
QueryData, which satisfies the ReadOnlyQueryData trait.§type Item<'w, 's> = SpawnDetails
type Item<'w, 's> = SpawnDetails
The item returned by this
WorldQuery
This will be the data retrieved by the query,
and is visible to the end user when calling e.g. Query<Self>::get.§fn shrink<'wlong, 'wshort, 's>(
item: <SpawnDetails as QueryData>::Item<'wlong, 's>,
) -> <SpawnDetails as QueryData>::Item<'wshort, 's>where
'wlong: 'wshort,
fn shrink<'wlong, 'wshort, 's>(
item: <SpawnDetails as QueryData>::Item<'wlong, 's>,
) -> <SpawnDetails as QueryData>::Item<'wshort, 's>where
'wlong: 'wshort,
This function manually implements subtyping for the query items.
§unsafe fn fetch<'w, 's>(
_state: &'s <SpawnDetails as WorldQuery>::State,
fetch: &mut <SpawnDetails as WorldQuery>::Fetch<'w>,
entity: Entity,
_table_row: TableRow,
) -> Option<<SpawnDetails as QueryData>::Item<'w, 's>>
unsafe fn fetch<'w, 's>( _state: &'s <SpawnDetails as WorldQuery>::State, fetch: &mut <SpawnDetails as WorldQuery>::Fetch<'w>, entity: Entity, _table_row: TableRow, ) -> Option<<SpawnDetails as QueryData>::Item<'w, 's>>
Fetch
Self::Item for either the given entity in the current Table,
or for the given entity in the current Archetype. This must always be called after
WorldQuery::set_table with a table_row in the range of the current Table or after
WorldQuery::set_archetype with an entity in the current archetype.
Accesses components registered in WorldQuery::update_component_access. Read more§fn iter_access(
_state: &<SpawnDetails as WorldQuery>::State,
) -> impl Iterator<Item = EcsAccessType<'_>>
fn iter_access( _state: &<SpawnDetails as WorldQuery>::State, ) -> impl Iterator<Item = EcsAccessType<'_>>
Returns an iterator over the access needed by
QueryData::fetch. Access conflicts are usually
checked in WorldQuery::update_component_access, but in certain cases this method can be useful to implement
a way of checking for access conflicts in a non-allocating way.§fn provide_extra_access(
_state: &mut Self::State,
_access: &mut Access,
_available_access: &Access,
)
fn provide_extra_access( _state: &mut Self::State, _access: &mut Access, _available_access: &Access, )
Offers additional access above what we requested in
update_component_access.
Implementations may add additional access that is a subset of available_access
and does not conflict with anything in access,
and must update access to include that access. Read more§impl ReleaseStateQueryData for SpawnDetails
impl ReleaseStateQueryData for SpawnDetails
§fn release_state<'w>(
item: <SpawnDetails as QueryData>::Item<'w, '_>,
) -> <SpawnDetails as QueryData>::Item<'w, 'static>
fn release_state<'w>( item: <SpawnDetails as QueryData>::Item<'w, '_>, ) -> <SpawnDetails as QueryData>::Item<'w, 'static>
Releases the borrow from the query state by converting an item to have a
'static state lifetime.§impl WorldQuery for SpawnDetails
impl WorldQuery for SpawnDetails
§const IS_DENSE: bool = true
const IS_DENSE: bool = true
Returns true if (and only if) every table of every archetype matched by this fetch contains
all of the matched components. Read more
§type Fetch<'w> = SpawnDetailsFetch<'w>
type Fetch<'w> = SpawnDetailsFetch<'w>
Per archetype/table state retrieved by this
WorldQuery to compute Self::Item for each entity.§type State = ()
type State = ()
State used to construct a
Self::Fetch. This will be cached inside QueryState,
so it is best to move as much data / computation here as possible to reduce the cost of
constructing Self::Fetch.§fn shrink_fetch<'wlong, 'wshort>(
fetch: <SpawnDetails as WorldQuery>::Fetch<'wlong>,
) -> <SpawnDetails as WorldQuery>::Fetch<'wshort>where
'wlong: 'wshort,
fn shrink_fetch<'wlong, 'wshort>(
fetch: <SpawnDetails as WorldQuery>::Fetch<'wlong>,
) -> <SpawnDetails as WorldQuery>::Fetch<'wshort>where
'wlong: 'wshort,
This function manually implements subtyping for the query fetches.
§unsafe fn init_fetch<'w, 's>(
world: UnsafeWorldCell<'w>,
_state: &'s <SpawnDetails as WorldQuery>::State,
last_run: Tick,
this_run: Tick,
) -> <SpawnDetails as WorldQuery>::Fetch<'w>
unsafe fn init_fetch<'w, 's>( world: UnsafeWorldCell<'w>, _state: &'s <SpawnDetails as WorldQuery>::State, last_run: Tick, this_run: Tick, ) -> <SpawnDetails as WorldQuery>::Fetch<'w>
Creates a new instance of
Self::Fetch,
by combining data from the World with the cached Self::State.
Readonly accesses resources registered in WorldQuery::update_component_access. Read more§unsafe fn set_archetype<'w, 's>(
_fetch: &mut <SpawnDetails as WorldQuery>::Fetch<'w>,
_state: &'s <SpawnDetails as WorldQuery>::State,
_archetype: &'w Archetype,
_table: &'w Table,
)
unsafe fn set_archetype<'w, 's>( _fetch: &mut <SpawnDetails as WorldQuery>::Fetch<'w>, _state: &'s <SpawnDetails as WorldQuery>::State, _archetype: &'w Archetype, _table: &'w Table, )
Adjusts internal state to account for the next
Archetype. This will always be called on
archetypes that match this WorldQuery. Read more§unsafe fn set_table<'w, 's>(
_fetch: &mut <SpawnDetails as WorldQuery>::Fetch<'w>,
_state: &'s <SpawnDetails as WorldQuery>::State,
_table: &'w Table,
)
unsafe fn set_table<'w, 's>( _fetch: &mut <SpawnDetails as WorldQuery>::Fetch<'w>, _state: &'s <SpawnDetails as WorldQuery>::State, _table: &'w Table, )
Adjusts internal state to account for the next
Table. This will always be called on tables
that match this WorldQuery. Read more§fn update_component_access(
_state: &<SpawnDetails as WorldQuery>::State,
_access: &mut FilteredAccess,
)
fn update_component_access( _state: &<SpawnDetails as WorldQuery>::State, _access: &mut FilteredAccess, )
§fn init_state(_world: &mut World)
fn init_state(_world: &mut World)
Creates and initializes a
State for this WorldQuery type.§fn get_state(_components: &Components) -> Option<()>
fn get_state(_components: &Components) -> Option<()>
§fn matches_component_set(
_state: &<SpawnDetails as WorldQuery>::State,
_set_contains_id: &impl Fn(ComponentId) -> bool,
) -> bool
fn matches_component_set( _state: &<SpawnDetails as WorldQuery>::State, _set_contains_id: &impl Fn(ComponentId) -> bool, ) -> bool
§fn init_nested_access(
_state: &Self::State,
_system_name: Option<&str>,
_component_access_set: &mut FilteredAccessSet,
_world: UnsafeWorldCell<'_>,
)
fn init_nested_access( _state: &Self::State, _system_name: Option<&str>, _component_access_set: &mut FilteredAccessSet, _world: UnsafeWorldCell<'_>, )
Adds any component accesses to other entities used by this
WorldQuery. Read more§fn update_archetypes(_state: &mut Self::State, _world: UnsafeWorldCell<'_>)
fn update_archetypes(_state: &mut Self::State, _world: UnsafeWorldCell<'_>)
Called when the query state is updating its archetype cache.
This can be used by nested queries to update their internal archetype caches.
impl ArchetypeQueryData for SpawnDetails
impl Copy for SpawnDetails
impl IterQueryData for SpawnDetails
impl ReadOnlyQueryData for SpawnDetails
impl SingleEntityQueryData for SpawnDetails
Auto Trait Implementations§
impl Freeze for SpawnDetails
impl RefUnwindSafe for SpawnDetails
impl Send for SpawnDetails
impl Sync for SpawnDetails
impl Unpin for SpawnDetails
impl UnsafeUnpin for SpawnDetails
impl UnwindSafe for SpawnDetails
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