pub struct ClientBundle {Show 37 fields
pub marker: ClientMarker,
pub client: Client,
pub settings: ClientSettings,
pub entity_remove_buf: EntityRemoveBuf,
pub username: Username,
pub ip: Ip,
pub properties: Properties,
pub respawn_pos: RespawnPosition,
pub op_level: OpLevel,
pub action_sequence: ActionSequence,
pub view_distance: ViewDistance,
pub old_view_distance: OldViewDistance,
pub visible_chunk_layer: VisibleChunkLayer,
pub old_visible_chunk_layer: OldVisibleChunkLayer,
pub visible_entity_layers: VisibleEntityLayers,
pub old_visible_entity_layers: OldVisibleEntityLayers,
pub keepalive_state: KeepaliveState,
pub ping: Ping,
pub teleport_state: TeleportState,
pub game_mode: GameMode,
pub prev_game_mode: PrevGameMode,
pub death_location: DeathLocation,
pub is_hardcore: IsHardcore,
pub hashed_seed: HashedSeed,
pub reduced_debug_info: ReducedDebugInfo,
pub has_respawn_screen: HasRespawnScreen,
pub is_debug: IsDebug,
pub is_flat: IsFlat,
pub portal_cooldown: PortalCooldown,
pub flying_speed: FlyingSpeed,
pub fov_modifier: FovModifier,
pub player_abilities_flags: PlayerAbilitiesFlags,
pub player: PlayerEntity,
pub uuid: UniqueId,
pub layer: EntityLayerId,
pub player_model_parts: PlayerModelParts,
pub main_arm: MainArm,
}Expand description
The bundle of components needed for clients to function. All components are required unless otherwise stated.
Fields§
§marker: ClientMarker§client: Client§settings: ClientSettings§entity_remove_buf: EntityRemoveBuf§username: Username§ip: Ip§properties: Properties§respawn_pos: RespawnPosition§op_level: OpLevel§action_sequence: ActionSequence§view_distance: ViewDistance§old_view_distance: OldViewDistance§visible_chunk_layer: VisibleChunkLayer§old_visible_chunk_layer: OldVisibleChunkLayer§visible_entity_layers: VisibleEntityLayers§old_visible_entity_layers: OldVisibleEntityLayers§keepalive_state: KeepaliveState§ping: Ping§teleport_state: TeleportState§game_mode: GameMode§prev_game_mode: PrevGameMode§death_location: DeathLocation§is_hardcore: IsHardcore§hashed_seed: HashedSeed§reduced_debug_info: ReducedDebugInfo§has_respawn_screen: HasRespawnScreen§is_debug: IsDebug§is_flat: IsFlat§portal_cooldown: PortalCooldown§flying_speed: FlyingSpeed§fov_modifier: FovModifier§player_abilities_flags: PlayerAbilitiesFlags§player: PlayerEntity§uuid: UniqueId§layer: EntityLayerId§player_model_parts: PlayerModelParts§main_arm: MainArmImplementations§
Source§impl ClientBundle
impl ClientBundle
pub fn new(args: ClientBundleArgs) -> Self
Trait Implementations§
Source§impl Bundle for ClientBundle
impl Bundle for ClientBundle
Source§impl DynamicBundle for ClientBundle
impl DynamicBundle for ClientBundle
Source§unsafe fn get_components(
ptr: MovingPtr<'_, Self>,
func: &mut impl FnMut(StorageType, OwningPtr<'_>),
)
unsafe fn get_components( ptr: MovingPtr<'_, Self>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), )
Moves the components out of the bundle. Read more
Source§unsafe fn apply_effect(
ptr: MovingPtr<'_, MaybeUninit<Self>>,
func: &mut EntityWorldMut<'_>,
)
unsafe fn apply_effect( ptr: MovingPtr<'_, MaybeUninit<Self>>, func: &mut EntityWorldMut<'_>, )
Applies the after-effects of spawning this bundle. Read more
impl BundleFromComponents for ClientBundle
Auto Trait Implementations§
impl Freeze for ClientBundle
impl !RefUnwindSafe for ClientBundle
impl Send for ClientBundle
impl Sync for ClientBundle
impl Unpin for ClientBundle
impl UnsafeUnpin for ClientBundle
impl !UnwindSafe for ClientBundle
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<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
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>, which can then be
downcast into Box<dyn ConcreteType> where ConcreteType implements Trait.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Converts
Rc<Trait> (where Trait: Downcast) to Rc<Any>, which can then be further
downcast into Rc<ConcreteType> where ConcreteType implements Trait.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Converts
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Converts
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.§impl<T> DowncastSend for T
impl<T> DowncastSend for T
§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
§impl<T> IntoResult<T> for T
impl<T> IntoResult<T> for T
§fn into_result(self) -> Result<T, RunSystemError>
fn into_result(self) -> Result<T, RunSystemError>
Converts this type into the system output type.