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pub struct EntityMessageQueue { /* private fields */ }
Expand description

Queue for entity messages

Implementations

Sends a message to an entity to set a value on any of its components.

Starts animating a value, but expect no reply.

Starts animating a 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

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.

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.

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.

Sends a spatial query request message and return a handle that can be used to poll for a reply.

Notifies the system that we’re interested in getting collision events for this specific entity.

Notifies the system that we’re interested in getting trigger events for this specific entity.

Trait Implementations

Executes the destructor for this type. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.