pub struct EntityMut<'w> { /* private fields */ }
Expand description
A mutable reference to a particular Entity
and all of its components
Implementations§
§impl<'w> EntityMut<'w>
impl<'w> EntityMut<'w>
pub fn id(&self) -> Entity
pub fn location(&self) -> EntityLocation
pub fn archetype(&self) -> &Archetype
pub fn contains<T>(&self) -> boolwhere T: Component,
pub fn contains_id(&self, component_id: ComponentId) -> bool
pub fn contains_type_id(&self, type_id: TypeId) -> bool
pub fn get<T>(&self) -> Option<&T>where T: Component,
pub fn get_mut<T>(&mut self) -> Option<Mut<'_, T>>where T: Component,
pub fn get_change_ticks<T>(&self) -> Option<ComponentTicks>where
T: Component,
pub fn get_change_ticks<T>(&self) -> Option<ComponentTicks>where T: Component,
Retrieves the change ticks for the given component. This can be useful for implementing change detection in custom runtimes.
pub fn get_change_ticks_by_id(
&self,
component_id: ComponentId
) -> Option<ComponentTicks>
pub fn get_change_ticks_by_id( &self, component_id: ComponentId ) -> Option<ComponentTicks>
Retrieves the change ticks for the given ComponentId
. This can be useful for implementing change
detection in custom runtimes.
You should prefer to use the typed API EntityMut::get_change_ticks
where possible and only
use this in cases where the actual component types are not known at
compile time.
pub fn insert<T>(&mut self, bundle: T) -> &mut EntityMut<'w>where
T: Bundle,
pub fn insert<T>(&mut self, bundle: T) -> &mut EntityMut<'w>where T: Bundle,
Adds a Bundle
of components to the entity.
This will overwrite any previous value(s) of the same component type.
pub fn take<T>(&mut self) -> Option<T>where
T: Bundle,
pub fn take<T>(&mut self) -> Option<T>where T: Bundle,
Removes all components in the Bundle
from the entity and returns their previous values.
Note: If the entity does not have every component in the bundle, this method will not remove any of them.
pub fn remove<T>(&mut self) -> &mut EntityMut<'w>where
T: Bundle,
pub fn remove<T>(&mut self) -> &mut EntityMut<'w>where T: Bundle,
Removes any components in the Bundle
from the entity.
pub fn despawn(self)
pub fn world(&self) -> &World
pub unsafe fn world_mut(&mut self) -> &mut World
pub unsafe fn world_mut(&mut self) -> &mut World
Returns this EntityMut
’s world.
See EntityMut::world_scope
or EntityMut::into_world_mut
for a safe alternative.
Safety
Caller must not modify the world in a way that changes the current entity’s location
If the caller does do something that could change the location, self.update_location()
must be called before using any other methods on this EntityMut
.
pub fn into_world_mut(self) -> &'w mut World
pub fn into_world_mut(self) -> &'w mut World
Return this EntityMut
’s World
, consuming itself.
pub fn world_scope<U>(&mut self, f: impl FnOnce(&mut World) -> U) -> U
pub fn world_scope<U>(&mut self, f: impl FnOnce(&mut World) -> U) -> U
Gives mutable access to this EntityMut
’s World
in a temporary scope.
This is a safe alternative to using Self::world_mut
.
Examples
#[derive(Resource, Default, Clone, Copy)]
struct R(u32);
// This closure gives us temporary access to the world.
let new_r = entity.world_scope(|world: &mut World| {
// Mutate the world while we have access to it.
let mut r = world.resource_mut::<R>();
r.0 += 1;
// Return a value from the world before giving it back to the `EntityMut`.
*r
});
pub fn update_location(&mut self)
pub fn update_location(&mut self)
Updates the internal entity location to match the current location in the internal
World
.
This is only required when using the unsafe function EntityMut::world_mut
,
which enables the location to change.
§impl<'w> EntityMut<'w>
impl<'w> EntityMut<'w>
pub fn get_by_id(&self, component_id: ComponentId) -> Option<Ptr<'_, Aligned>>
pub fn get_by_id(&self, component_id: ComponentId) -> Option<Ptr<'_, Aligned>>
Gets the component of the given ComponentId
from the entity.
You should prefer to use the typed API EntityMut::get
where possible and only
use this in cases where the actual component types are not known at
compile time.
Unlike EntityMut::get
, this returns a raw pointer to the component,
which is only valid while the EntityMut
is alive.
pub fn get_mut_by_id(
&mut self,
component_id: ComponentId
) -> Option<MutUntyped<'_>>
pub fn get_mut_by_id( &mut self, component_id: ComponentId ) -> Option<MutUntyped<'_>>
Gets a MutUntyped
of the component of the given ComponentId
from the entity.
You should prefer to use the typed API EntityMut::get_mut
where possible and only
use this in cases where the actual component types are not known at
compile time.
Unlike EntityMut::get_mut
, this returns a raw pointer to the component,
which is only valid while the EntityMut
is alive.
Trait Implementations§
§impl<'w> BuildWorldChildren for EntityMut<'w>
impl<'w> BuildWorldChildren for EntityMut<'w>
§fn with_children(
&mut self,
spawn_children: impl FnOnce(&mut WorldChildBuilder<'_>)
) -> &mut EntityMut<'w>
fn with_children( &mut self, spawn_children: impl FnOnce(&mut WorldChildBuilder<'_>) ) -> &mut EntityMut<'w>
WorldChildBuilder
with the given children built in the given closure§fn push_children(&mut self, children: &[Entity]) -> &mut EntityMut<'w>
fn push_children(&mut self, children: &[Entity]) -> &mut EntityMut<'w>
§fn insert_children(
&mut self,
index: usize,
children: &[Entity]
) -> &mut EntityMut<'w>
fn insert_children( &mut self, index: usize, children: &[Entity] ) -> &mut EntityMut<'w>
§fn remove_children(&mut self, children: &[Entity]) -> &mut EntityMut<'w>
fn remove_children(&mut self, children: &[Entity]) -> &mut EntityMut<'w>
§fn set_parent(&mut self, parent: Entity) -> &mut EntityMut<'w>
fn set_parent(&mut self, parent: Entity) -> &mut EntityMut<'w>
parent
of this entity. This entity will be added to the end of the parent
’s list of children. Read more§fn remove_parent(&mut self) -> &mut EntityMut<'w>
fn remove_parent(&mut self) -> &mut EntityMut<'w>
§impl<'w> DespawnRecursiveExt for EntityMut<'w>
impl<'w> DespawnRecursiveExt for EntityMut<'w>
§fn despawn_recursive(self)
fn despawn_recursive(self)
Despawns the provided entity and its children.
§fn despawn_descendants(&mut self)
fn despawn_descendants(&mut self)
Auto Trait Implementations§
impl<'w> !RefUnwindSafe for EntityMut<'w>
impl<'w> Send for EntityMut<'w>
impl<'w> Sync for EntityMut<'w>
impl<'w> Unpin for EntityMut<'w>
impl<'w> !UnwindSafe for EntityMut<'w>
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
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)
&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)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.