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

For a specific type of component, this maps any fields with values of type Entity to a new world. Since a given Entity ID is only valid for the world it came frome, when performing deserialization any stored IDs need to be re-allocated in the destination world.

See MapEntities for more information.

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impl ReflectMapEntities

pub fn map_all_entities(&self, world: &mut World, entity_map: &mut EntityMap)

A general method for applying MapEntities behavior to all elements in an EntityMap.

Be mindful in its usage: Works best in situations where the entities in the EntityMap are newly created, before systems have a chance to add new components. If some of the entities referred to by the EntityMap might already contain valid entity references, you should use map_entities.

An example of this: A scene can be loaded with Parent components, but then a Parent component can be added to these entities after they have been loaded. If you reload the scene using map_all_entities, those Parent components with already valid entity references could be updated to point at something else entirely.

pub fn map_entities( &self, world: &mut World, entity_map: &mut EntityMap, entities: &[Entity] )

A general method for applying MapEntities behavior to elements in an EntityMap. Unlike map_all_entities, this is applied to specific entities, not all values in the EntityMap.

This is useful mostly for when you need to be careful not to update components that already contain valid entity values. See map_all_entities for more details.

Trait Implementations§

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impl Clone for ReflectMapEntities

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fn clone(&self) -> ReflectMapEntities

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl<C> FromType<C> for ReflectMapEntitieswhere C: Component + MapEntities,

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