pub struct Equipment { /* private fields */ }Expand description
Contains the visible equipment of a LivingEntity, such as armor and held
items. By default this is not synced with a player’s
[chunkedge_inventory::Inventory], so the armor the player has equipped in
their inventory, will not be visible by other players. You would have to
change the equipment in this component here or attach the
EquipmentInventorySync component to the player entity to sync the
equipment with the inventory.
Implementations§
Source§impl Equipment
impl Equipment
pub const SLOT_COUNT: usize
pub fn new( main_hand: ItemStack, off_hand: ItemStack, boots: ItemStack, leggings: ItemStack, chestplate: ItemStack, helmet: ItemStack, body: ItemStack, saddle: ItemStack, ) -> Self
pub fn new_empty() -> Self
pub fn slot(&self, idx: EquipmentSlot) -> &ItemStack
pub fn set_slot(&mut self, idx: EquipmentSlot, item: ItemStack)
pub fn main_hand(&self) -> &ItemStack
pub fn off_hand(&self) -> &ItemStack
pub fn feet(&self) -> &ItemStack
pub fn legs(&self) -> &ItemStack
pub fn chest(&self) -> &ItemStack
pub fn head(&self) -> &ItemStack
pub fn body(&self) -> &ItemStack
pub fn saddle(&self) -> &ItemStack
pub fn set_main_hand(&mut self, item: ItemStack)
pub fn set_off_hand(&mut self, item: ItemStack)
pub fn set_feet(&mut self, item: ItemStack)
pub fn set_legs(&mut self, item: ItemStack)
pub fn set_chest(&mut self, item: ItemStack)
pub fn set_head(&mut self, item: ItemStack)
pub fn set_body(&mut self, item: ItemStack)
pub fn set_saddle(&mut self, item: ItemStack)
pub fn clear(&mut self)
pub fn is_default(&self) -> bool
Trait Implementations§
Source§impl Component for Equipment
impl Component for Equipment
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
A constant indicating the storage type used for this component.
Source§type Mutability = Mutable
type Mutability = Mutable
A marker type to assist Bevy with determining if this component is
mutable, or immutable. Mutable components will have [
Component<Mutability = Mutable>],
while immutable components will instead have [Component<Mutability = Immutable>]. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Registers required components. Read more
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
Returns [
ComponentRelationshipAccessor] required for working with relationships in dynamic contexts. Read more§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
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When deriving [Component], this is populated by annotating fields containing entities with #[entities] Read moreAuto Trait Implementations§
impl Freeze for Equipment
impl RefUnwindSafe for Equipment
impl Send for Equipment
impl Sync for Equipment
impl Unpin for Equipment
impl UnsafeUnpin for Equipment
impl UnwindSafe for Equipment
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Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
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§impl<C> Bundle for Cwhere
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impl<C> Bundle for Cwhere
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fn component_ids( components: &mut ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>
§fn get_component_ids(
components: &Components,
) -> impl Iterator<Item = Option<ComponentId>>
fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>
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§impl<C> DynamicBundle for Cwhere
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impl<C> DynamicBundle for Cwhere
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§unsafe fn get_components(
ptr: MovingPtr<'_, C>,
func: &mut impl FnMut(StorageType, OwningPtr<'_>),
) -> <C as DynamicBundle>::Effect
unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect
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§unsafe fn apply_effect(
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_entity: &mut EntityWorldMut<'_>,
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§impl<T> FromTemplate for T
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