pub struct PlayerAbilitiesFlags(/* private fields */);Implementations§
Source§impl PlayerAbilitiesFlags
impl PlayerAbilitiesFlags
Sourcepub const fn invulnerable(&self) -> bool
pub const fn invulnerable(&self) -> bool
Bits: 0..1
Sourcepub const fn with_invulnerable_checked(self, value: bool) -> Result<Self, ()>
pub const fn with_invulnerable_checked(self, value: bool) -> Result<Self, ()>
Bits: 0..1
Sourcepub const fn with_invulnerable(self, value: bool) -> Self
pub const fn with_invulnerable(self, value: bool) -> Self
Bits: 0..1
Sourcepub const fn set_invulnerable(&mut self, value: bool)
pub const fn set_invulnerable(&mut self, value: bool)
Bits: 0..1
Sourcepub const fn with_flying_checked(self, value: bool) -> Result<Self, ()>
pub const fn with_flying_checked(self, value: bool) -> Result<Self, ()>
Bits: 1..2
Sourcepub const fn with_flying(self, value: bool) -> Self
pub const fn with_flying(self, value: bool) -> Self
Bits: 1..2
Sourcepub const fn set_flying(&mut self, value: bool)
pub const fn set_flying(&mut self, value: bool)
Bits: 1..2
Sourcepub const fn allow_flying(&self) -> bool
pub const fn allow_flying(&self) -> bool
Bits: 2..3
Sourcepub const fn with_allow_flying_checked(self, value: bool) -> Result<Self, ()>
pub const fn with_allow_flying_checked(self, value: bool) -> Result<Self, ()>
Bits: 2..3
Sourcepub const fn with_allow_flying(self, value: bool) -> Self
pub const fn with_allow_flying(self, value: bool) -> Self
Bits: 2..3
Sourcepub const fn set_allow_flying(&mut self, value: bool)
pub const fn set_allow_flying(&mut self, value: bool)
Bits: 2..3
Sourcepub const fn instant_break(&self) -> bool
pub const fn instant_break(&self) -> bool
Bits: 3..4
Sourcepub const fn with_instant_break_checked(self, value: bool) -> Result<Self, ()>
pub const fn with_instant_break_checked(self, value: bool) -> Result<Self, ()>
Bits: 3..4
Sourcepub const fn with_instant_break(self, value: bool) -> Self
pub const fn with_instant_break(self, value: bool) -> Self
Bits: 3..4
Sourcepub const fn set_instant_break(&mut self, value: bool)
pub const fn set_instant_break(&mut self, value: bool)
Bits: 3..4
Trait Implementations§
Source§impl Clone for PlayerAbilitiesFlags
impl Clone for PlayerAbilitiesFlags
Source§fn clone(&self) -> PlayerAbilitiesFlags
fn clone(&self) -> PlayerAbilitiesFlags
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 moreSource§impl Component for PlayerAbilitiesFlags
impl Component for PlayerAbilitiesFlags
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)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Gets the
on_add [ComponentHook] for this [Component] if one is defined.§fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Gets the
on_insert [ComponentHook] for this [Component] if one is defined.§fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Gets the
on_discard [ComponentHook] for this [Component] if one is defined.§fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Gets the
on_remove [ComponentHook] for this [Component] if one is defined.§fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Gets the
on_despawn [ComponentHook] for this [Component] if one is defined.§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
Maps the entities on this component using the given [
EntityMapper]. This is used to remap entities in contexts like scenes and entity cloning.
When deriving [Component], this is populated by annotating fields containing entities with #[entities] Read moreSource§impl Debug for PlayerAbilitiesFlags
impl Debug for PlayerAbilitiesFlags
Source§impl<'a> Decode<'a> for PlayerAbilitiesFlags
impl<'a> Decode<'a> for PlayerAbilitiesFlags
Source§impl Default for PlayerAbilitiesFlags
impl Default for PlayerAbilitiesFlags
Source§impl Encode for PlayerAbilitiesFlags
impl Encode for PlayerAbilitiesFlags
Source§impl From<PlayerAbilitiesFlags> for u8
impl From<PlayerAbilitiesFlags> for u8
Source§fn from(v: PlayerAbilitiesFlags) -> Self
fn from(v: PlayerAbilitiesFlags) -> Self
Converts to this type from the input type.
Source§impl From<u8> for PlayerAbilitiesFlags
impl From<u8> for PlayerAbilitiesFlags
Source§impl PartialEq for PlayerAbilitiesFlags
impl PartialEq for PlayerAbilitiesFlags
Source§fn eq(&self, other: &PlayerAbilitiesFlags) -> bool
fn eq(&self, other: &PlayerAbilitiesFlags) -> bool
Tests for
self and other values to be equal, and is used by ==.impl Copy for PlayerAbilitiesFlags
impl Eq for PlayerAbilitiesFlags
impl StructuralPartialEq for PlayerAbilitiesFlags
Auto Trait Implementations§
impl Freeze for PlayerAbilitiesFlags
impl RefUnwindSafe for PlayerAbilitiesFlags
impl Send for PlayerAbilitiesFlags
impl Sync for PlayerAbilitiesFlags
impl Unpin for PlayerAbilitiesFlags
impl UnsafeUnpin for PlayerAbilitiesFlags
impl UnwindSafe for PlayerAbilitiesFlags
Blanket Implementations§
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
Mutably borrows from an owned value. Read more
§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
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>>
Return a iterator over this [
Bundle]’s component ids. This will be None if the component has not been registered.§impl<C> BundleFromComponents for Cwhere
C: Component,
impl<C> BundleFromComponents for Cwhere
C: Component,
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Converts
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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generate &mut Any’s vtable from &mut Trait’s.§impl<T> DowncastSend for T
impl<T> DowncastSend for T
§impl<T> DynEq for T
impl<T> DynEq for T
§impl<C> DynamicBundle for Cwhere
C: Component,
impl<C> DynamicBundle for Cwhere
C: Component,
§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
Moves the components out of the bundle. Read more
§unsafe fn apply_effect(
_ptr: MovingPtr<'_, MaybeUninit<C>>,
_entity: &mut EntityWorldMut<'_>,
)
unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )
Applies the after-effects of spawning this bundle. Read more
§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Checks if this value is equivalent to the given key. Read more
§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
key and return true if they are equal.§impl<T> FromTemplate for T
impl<T> FromTemplate for T
§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates Self using default().
§impl<T> Instrument for T
impl<T> Instrument for T
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§impl<T> IntoResult<T> for T
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§fn into_result(self) -> Result<T, RunSystemError>
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Converts this type into the system output type.
§impl<T> Template for T
impl<T> Template for T
§fn build_template(
&self,
_context: &mut TemplateContext<'_, '_>,
) -> Result<<T as Template>::Output, BevyError>
fn build_template( &self, _context: &mut TemplateContext<'_, '_>, ) -> Result<<T as Template>::Output, BevyError>
Uses this template and the given
entity context to produce a [Template::Output].§fn clone_template(&self) -> T
fn clone_template(&self) -> T
Clones this template. See
Clone.§impl<T> TypeData for T
impl<T> TypeData for T
§fn clone_type_data(&self) -> Box<dyn TypeData>
fn clone_type_data(&self) -> Box<dyn TypeData>
Creates a type-erased clone of this value.