pub struct ClientSpawnQuery {
pub is_hardcore: &'static mut IsHardcore,
pub game_mode: &'static mut GameMode,
pub prev_game_mode: &'static mut PrevGameMode,
pub hashed_seed: &'static mut HashedSeed,
pub view_distance: &'static mut ViewDistance,
pub reduced_debug_info: &'static mut ReducedDebugInfo,
pub has_respawn_screen: &'static mut HasRespawnScreen,
pub is_debug: &'static mut IsDebug,
pub is_flat: &'static mut IsFlat,
pub death_loc: &'static mut DeathLocation,
pub portal_cooldown: &'static mut PortalCooldown,
}Expand description
A convenient [QueryData] for obtaining client spawn components. Also see
ClientSpawnQueryReadOnly.
Fields§
§is_hardcore: &'static mut IsHardcore§game_mode: &'static mut GameMode§prev_game_mode: &'static mut PrevGameMode§hashed_seed: &'static mut HashedSeed§view_distance: &'static mut ViewDistance§reduced_debug_info: &'static mut ReducedDebugInfo§has_respawn_screen: &'static mut HasRespawnScreen§is_debug: &'static mut IsDebug§is_flat: &'static mut IsFlat§death_loc: &'static mut DeathLocation§portal_cooldown: &'static mut PortalCooldownTrait Implementations§
Source§impl QueryData for ClientSpawnQuery
impl QueryData for ClientSpawnQuery
Source§unsafe fn fetch<'__w, '__s>(
_state: &'__s Self::State,
_fetch: &mut <Self as WorldQuery>::Fetch<'__w>,
_entity: Entity,
_table_row: TableRow,
) -> Option<Self::Item<'__w, '__s>>
unsafe fn fetch<'__w, '__s>( _state: &'__s Self::State, _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _entity: Entity, _table_row: TableRow, ) -> Option<Self::Item<'__w, '__s>>
SAFETY: we call fetch for each member that implements Fetch.
Source§const IS_READ_ONLY: bool = false
const IS_READ_ONLY: bool = false
True if this query is read-only and may not perform mutable access.
Source§const IS_ARCHETYPAL: bool
const IS_ARCHETYPAL: bool
Returns true if (and only if) this query data relies strictly on archetypes to limit which
entities are accessed by the Query. Read more
Source§type ReadOnly = ClientSpawnQueryReadOnly
type ReadOnly = ClientSpawnQueryReadOnly
The read-only variant of this [
QueryData], which satisfies the [ReadOnlyQueryData] trait.Source§type Item<'__w, '__s> = ClientSpawnQueryItem<'__w, '__s>
type Item<'__w, '__s> = ClientSpawnQueryItem<'__w, '__s>
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.Source§fn shrink<'__wlong: '__wshort, '__wshort, '__s>(
item: Self::Item<'__wlong, '__s>,
) -> Self::Item<'__wshort, '__s>
fn shrink<'__wlong: '__wshort, '__wshort, '__s>( item: Self::Item<'__wlong, '__s>, ) -> Self::Item<'__wshort, '__s>
This function manually implements subtyping for the query items.
Source§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 moreSource§fn iter_access(_state: &Self::State) -> impl Iterator<Item = EcsAccessType<'_>>
fn iter_access(_state: &Self::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.Source§impl ReleaseStateQueryData for ClientSpawnQuerywhere
for<'__a> &'static mut IsHardcore: ReleaseStateQueryData,
for<'__a> &'static mut GameMode: ReleaseStateQueryData,
for<'__a> &'static mut PrevGameMode: ReleaseStateQueryData,
for<'__a> &'static mut HashedSeed: ReleaseStateQueryData,
for<'__a> &'static mut ViewDistance: ReleaseStateQueryData,
for<'__a> &'static mut ReducedDebugInfo: ReleaseStateQueryData,
for<'__a> &'static mut HasRespawnScreen: ReleaseStateQueryData,
for<'__a> &'static mut IsDebug: ReleaseStateQueryData,
for<'__a> &'static mut IsFlat: ReleaseStateQueryData,
for<'__a> &'static mut DeathLocation: ReleaseStateQueryData,
for<'__a> &'static mut PortalCooldown: ReleaseStateQueryData,
impl ReleaseStateQueryData for ClientSpawnQuerywhere
for<'__a> &'static mut IsHardcore: ReleaseStateQueryData,
for<'__a> &'static mut GameMode: ReleaseStateQueryData,
for<'__a> &'static mut PrevGameMode: ReleaseStateQueryData,
for<'__a> &'static mut HashedSeed: ReleaseStateQueryData,
for<'__a> &'static mut ViewDistance: ReleaseStateQueryData,
for<'__a> &'static mut ReducedDebugInfo: ReleaseStateQueryData,
for<'__a> &'static mut HasRespawnScreen: ReleaseStateQueryData,
for<'__a> &'static mut IsDebug: ReleaseStateQueryData,
for<'__a> &'static mut IsFlat: ReleaseStateQueryData,
for<'__a> &'static mut DeathLocation: ReleaseStateQueryData,
for<'__a> &'static mut PortalCooldown: ReleaseStateQueryData,
Source§fn release_state<'__w>(_item: Self::Item<'__w, '_>) -> Self::Item<'__w, 'static>
fn release_state<'__w>(_item: Self::Item<'__w, '_>) -> Self::Item<'__w, 'static>
Releases the borrow from the query state by converting an item to have a
'static state lifetime.Source§impl WorldQuery for ClientSpawnQuery
impl WorldQuery for ClientSpawnQuery
Source§unsafe fn set_archetype<'__w, '__s>(
_fetch: &mut <Self as WorldQuery>::Fetch<'__w>,
_state: &'__s Self::State,
_archetype: &'__w Archetype,
_table: &'__w Table,
)
unsafe fn set_archetype<'__w, '__s>( _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _state: &'__s Self::State, _archetype: &'__w Archetype, _table: &'__w Table, )
SAFETY: we call set_archetype for each member that implements Fetch
Source§unsafe fn set_table<'__w, '__s>(
_fetch: &mut <Self as WorldQuery>::Fetch<'__w>,
_state: &'__s Self::State,
_table: &'__w Table,
)
unsafe fn set_table<'__w, '__s>( _fetch: &mut <Self as WorldQuery>::Fetch<'__w>, _state: &'__s Self::State, _table: &'__w Table, )
SAFETY: we call set_table for each member that implements Fetch
Source§const IS_DENSE: bool
const IS_DENSE: bool
Returns true if (and only if) every table of every archetype matched by this fetch contains
all of the matched components. Read more
Source§type Fetch<'__w> = ClientSpawnQueryFetch<'__w>
type Fetch<'__w> = ClientSpawnQueryFetch<'__w>
Per archetype/table state retrieved by this [
WorldQuery] to compute Self::Item for each entity.Source§type State = ClientSpawnQueryState
type State = ClientSpawnQueryState
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.Source§fn shrink_fetch<'__wlong: '__wshort, '__wshort>(
fetch: <ClientSpawnQuery as WorldQuery>::Fetch<'__wlong>,
) -> <ClientSpawnQuery as WorldQuery>::Fetch<'__wshort>
fn shrink_fetch<'__wlong: '__wshort, '__wshort>( fetch: <ClientSpawnQuery as WorldQuery>::Fetch<'__wlong>, ) -> <ClientSpawnQuery as WorldQuery>::Fetch<'__wshort>
This function manually implements subtyping for the query fetches.
Source§unsafe fn init_fetch<'__w, '__s>(
_world: UnsafeWorldCell<'__w>,
state: &'__s Self::State,
_last_run: Tick,
_this_run: Tick,
) -> <Self as WorldQuery>::Fetch<'__w>
unsafe fn init_fetch<'__w, '__s>( _world: UnsafeWorldCell<'__w>, state: &'__s Self::State, _last_run: Tick, _this_run: Tick, ) -> <Self 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 moreSource§fn update_component_access(state: &Self::State, _access: &mut FilteredAccess)
fn update_component_access(state: &Self::State, _access: &mut FilteredAccess)
Source§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 moreSource§fn init_state(world: &mut World) -> ClientSpawnQueryState
fn init_state(world: &mut World) -> ClientSpawnQueryState
Creates and initializes a
State for this [WorldQuery] type.Source§fn matches_component_set(
state: &Self::State,
_set_contains_id: &impl Fn(ComponentId) -> bool,
) -> bool
fn matches_component_set( state: &Self::State, _set_contains_id: &impl Fn(ComponentId) -> bool, ) -> bool
Source§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 ClientSpawnQuerywhere
for<'__a> &'static mut IsHardcore: ArchetypeQueryData,
for<'__a> &'static mut GameMode: ArchetypeQueryData,
for<'__a> &'static mut PrevGameMode: ArchetypeQueryData,
for<'__a> &'static mut HashedSeed: ArchetypeQueryData,
for<'__a> &'static mut ViewDistance: ArchetypeQueryData,
for<'__a> &'static mut ReducedDebugInfo: ArchetypeQueryData,
for<'__a> &'static mut HasRespawnScreen: ArchetypeQueryData,
for<'__a> &'static mut IsDebug: ArchetypeQueryData,
for<'__a> &'static mut IsFlat: ArchetypeQueryData,
for<'__a> &'static mut DeathLocation: ArchetypeQueryData,
for<'__a> &'static mut PortalCooldown: ArchetypeQueryData,
impl IterQueryData for ClientSpawnQuerywhere
for<'__a> &'static mut IsHardcore: IterQueryData,
for<'__a> &'static mut GameMode: IterQueryData,
for<'__a> &'static mut PrevGameMode: IterQueryData,
for<'__a> &'static mut HashedSeed: IterQueryData,
for<'__a> &'static mut ViewDistance: IterQueryData,
for<'__a> &'static mut ReducedDebugInfo: IterQueryData,
for<'__a> &'static mut HasRespawnScreen: IterQueryData,
for<'__a> &'static mut IsDebug: IterQueryData,
for<'__a> &'static mut IsFlat: IterQueryData,
for<'__a> &'static mut DeathLocation: IterQueryData,
for<'__a> &'static mut PortalCooldown: IterQueryData,
impl SingleEntityQueryData for ClientSpawnQuerywhere
for<'__a> &'static mut IsHardcore: SingleEntityQueryData,
for<'__a> &'static mut GameMode: SingleEntityQueryData,
for<'__a> &'static mut PrevGameMode: SingleEntityQueryData,
for<'__a> &'static mut HashedSeed: SingleEntityQueryData,
for<'__a> &'static mut ViewDistance: SingleEntityQueryData,
for<'__a> &'static mut ReducedDebugInfo: SingleEntityQueryData,
for<'__a> &'static mut HasRespawnScreen: SingleEntityQueryData,
for<'__a> &'static mut IsDebug: SingleEntityQueryData,
for<'__a> &'static mut IsFlat: SingleEntityQueryData,
for<'__a> &'static mut DeathLocation: SingleEntityQueryData,
for<'__a> &'static mut PortalCooldown: SingleEntityQueryData,
Auto Trait Implementations§
impl Freeze for ClientSpawnQuery
impl RefUnwindSafe for ClientSpawnQuery
impl Send for ClientSpawnQuery
impl Sync for ClientSpawnQuery
impl Unpin for ClientSpawnQuery
impl UnsafeUnpin for ClientSpawnQuery
impl !UnwindSafe for ClientSpawnQuery
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.