Struct ark_api::world::EntityMessageQueue
source · pub struct EntityMessageQueue { /* private fields */ }Expand description
Queue for entity messages
Implementations§
source§impl EntityMessageQueue
impl EntityMessageQueue
sourcepub fn set_value(
&mut self,
entity: Entity,
component_type: ComponentType,
param_id: u32,
value: &Value
)
pub fn set_value( &mut self, entity: Entity, component_type: ComponentType, param_id: u32, value: &Value )
Sends a message to an entity to set a value on any of its components.
sourcepub fn animate_value_no_reply(&mut self, request: &AnimationRequest)
pub fn animate_value_no_reply(&mut self, request: &AnimationRequest)
Starts animating a value, but expect no reply.
sourcepub fn animate_value(&mut self, request: &AnimationRequest) -> u64
pub fn animate_value(&mut self, request: &AnimationRequest) -> u64
Starts animating a value
sourcepub fn stop_animating_value(
&mut self,
entity: Entity,
component_type: ComponentType,
param_id: u32,
value: &Value
)
pub fn stop_animating_value( &mut self, entity: Entity, component_type: ComponentType, param_id: u32, value: &Value )
Sends a message to an entity to stop animating a value on any of its components.
Note: A value of None means leave it as is
sourcepub fn set_active(&mut self, entity: Entity, component_type: ComponentType)
pub fn set_active(&mut self, entity: Entity, component_type: ComponentType)
Sends a message to an entity to make a specific component the globally active one if it is a singleton (such as a camera or environment).
In a multiplayer environment, set_active with ComponentType::Camera will activate the specified camera
for the host player. Use set_active_for_player for activating a camera for a specific player.
sourcepub fn set_active_for_player(
&mut self,
entity: Entity,
component_type: ComponentType,
player_id: PlayerId
)
pub fn set_active_for_player( &mut self, entity: Entity, component_type: ComponentType, player_id: PlayerId )
Sends a message to an entity to make a specific component the active one for that player. Only works with ComponentType::Camera.
player_id: this identifier can be retrieved through the Applet API.
sourcepub fn physics_force_at_request(
&mut self,
entity: Entity,
force_type: ForceType,
force_mode: ForceMode,
force_space: Space,
pos_space: Space,
vector: Vec3,
pos: Vec3
)
pub fn physics_force_at_request( &mut self, entity: Entity, force_type: ForceType, force_mode: ForceMode, force_space: Space, pos_space: Space, vector: Vec3, pos: Vec3 )
Sends a message to an entity to apply a force to its physics rigid body (if available).
Both the force vector and the position the force is applied at can be either local or global,
just set force_space and pos_space accordingly.
sourcepub fn spatial_query_request(&mut self, request: &SpatialQueryRequest) -> u64
pub fn spatial_query_request(&mut self, request: &SpatialQueryRequest) -> u64
Sends a spatial query request message and return a handle that can be used to poll for a reply.
sourcepub fn listen_collisions(&mut self, entity: Entity)
pub fn listen_collisions(&mut self, entity: Entity)
Notifies the system that we’re interested in getting collision events for this specific entity.
sourcepub fn listen_triggers(&mut self, entity: Entity)
pub fn listen_triggers(&mut self, entity: Entity)
Notifies the system that we’re interested in getting trigger events for this specific entity.