pub struct AssetChanged<A>(/* private fields */)
where
A: AsAssetId;Expand description
Filter that selects entities with an A for an asset that changed
after the system last ran, where A is a component that implements
AsAssetId.
Unlike Changed<A>, this is true whenever the asset for the A
in ResMut<Assets<A>> changed. For example, when a mesh changed through the
Assets<Mesh>::get_mut method, AssetChanged<Mesh> will iterate over all
entities with the Handle<Mesh> for that mesh. Meanwhile, Changed<Handle<Mesh>>
will iterate over no entities.
Swapping the actual A component is a common pattern. So you
should check for both AssetChanged<A> and Changed<A> with
Or<(Changed<A>, AssetChanged<A>)>.
§Quirks
- Asset changes are registered in the
AssetEventSystemssystem set. - Removed assets are not detected.
The list of changed assets only gets updated in the AssetEventSystems system set,
which runs in PostUpdate. Therefore, AssetChanged will only pick up asset changes in schedules
following AssetEventSystems or the next frame. Consider adding the system in the Last schedule
after AssetEventSystems if you need to react without frame delay to asset changes.
§Performance
When at least one A is updated, this will
read a hashmap once per entity with an A component. The
runtime of the query is proportional to how many entities with an A
it matches.
If no A asset updated since the last time the system ran, then no lookups occur.
Trait Implementations§
Source§impl<A> QueryFilter for AssetChanged<A>where
A: AsAssetId,
impl<A> QueryFilter for AssetChanged<A>where
A: AsAssetId,
Source§const IS_ARCHETYPAL: bool = false
const IS_ARCHETYPAL: bool = false
Source§unsafe fn filter_fetch(
state: &<AssetChanged<A> as WorldQuery>::State,
fetch: &mut <AssetChanged<A> as WorldQuery>::Fetch<'_>,
entity: Entity,
table_row: TableRow,
) -> bool
unsafe fn filter_fetch( state: &<AssetChanged<A> as WorldQuery>::State, fetch: &mut <AssetChanged<A> as WorldQuery>::Fetch<'_>, entity: Entity, table_row: TableRow, ) -> bool
Source§impl<A> WorldQuery for AssetChanged<A>where
A: AsAssetId,
impl<A> WorldQuery for AssetChanged<A>where
A: AsAssetId,
Source§const IS_DENSE: bool = <&A>::IS_DENSE
const IS_DENSE: bool = <&A>::IS_DENSE
Source§type Fetch<'w> = AssetChangedFetch<'w, A>
type Fetch<'w> = AssetChangedFetch<'w, A>
WorldQuery to compute Self::Item for each entity.Source§type State = AssetChangedState<A>
type State = AssetChangedState<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>(
fetch: <AssetChanged<A> as WorldQuery>::Fetch<'wlong>,
) -> <AssetChanged<A> as WorldQuery>::Fetch<'wshort>where
'wlong: 'wshort,
fn shrink_fetch<'wlong, 'wshort>(
fetch: <AssetChanged<A> as WorldQuery>::Fetch<'wlong>,
) -> <AssetChanged<A> as WorldQuery>::Fetch<'wshort>where
'wlong: 'wshort,
Source§unsafe fn init_fetch<'w, 's>(
world: UnsafeWorldCell<'w>,
state: &'s <AssetChanged<A> as WorldQuery>::State,
last_run: Tick,
this_run: Tick,
) -> <AssetChanged<A> as WorldQuery>::Fetch<'w>
unsafe fn init_fetch<'w, 's>( world: UnsafeWorldCell<'w>, state: &'s <AssetChanged<A> as WorldQuery>::State, last_run: Tick, this_run: Tick, ) -> <AssetChanged<A> as WorldQuery>::Fetch<'w>
Self::Fetch,
by combining data from the World with the cached Self::State.
Readonly accesses resources registered in WorldQuery::update_component_access. Read moreSource§unsafe fn set_archetype<'w, 's>(
fetch: &mut <AssetChanged<A> as WorldQuery>::Fetch<'w>,
state: &'s <AssetChanged<A> as WorldQuery>::State,
archetype: &'w Archetype,
table: &'w Table,
)
unsafe fn set_archetype<'w, 's>( fetch: &mut <AssetChanged<A> as WorldQuery>::Fetch<'w>, state: &'s <AssetChanged<A> as WorldQuery>::State, archetype: &'w Archetype, table: &'w Table, )
Archetype. This will always be called on
archetypes that match this WorldQuery. Read moreSource§unsafe fn set_table<'w, 's>(
fetch: &mut <AssetChanged<A> as WorldQuery>::Fetch<'w>,
state: &<AssetChanged<A> as WorldQuery>::State,
table: &'w Table,
)
unsafe fn set_table<'w, 's>( fetch: &mut <AssetChanged<A> as WorldQuery>::Fetch<'w>, state: &<AssetChanged<A> as WorldQuery>::State, table: &'w Table, )
Table. This will always be called on tables
that match this WorldQuery. Read moreSource§fn update_component_access(
state: &<AssetChanged<A> as WorldQuery>::State,
access: &mut FilteredAccess,
)
fn update_component_access( state: &<AssetChanged<A> as WorldQuery>::State, access: &mut FilteredAccess, )
Source§fn init_nested_access(
state: &<AssetChanged<A> as WorldQuery>::State,
system_name: Option<&str>,
component_access_set: &mut FilteredAccessSet,
_world: UnsafeWorldCell<'_>,
)
fn init_nested_access( state: &<AssetChanged<A> as WorldQuery>::State, system_name: Option<&str>, component_access_set: &mut FilteredAccessSet, _world: UnsafeWorldCell<'_>, )
WorldQuery. Read moreSource§fn init_state(world: &mut World) -> AssetChangedState<A>
fn init_state(world: &mut World) -> AssetChangedState<A>
State for this WorldQuery type.Source§fn get_state(
components: &Components,
) -> Option<<AssetChanged<A> as WorldQuery>::State>
fn get_state( components: &Components, ) -> Option<<AssetChanged<A> as WorldQuery>::State>
Source§fn matches_component_set(
state: &<AssetChanged<A> as WorldQuery>::State,
set_contains_id: &impl Fn(ComponentId) -> bool,
) -> bool
fn matches_component_set( state: &<AssetChanged<A> as WorldQuery>::State, set_contains_id: &impl Fn(ComponentId) -> bool, ) -> bool
Source§fn update_archetypes(
_state: &mut <AssetChanged<A> as WorldQuery>::State,
_world: UnsafeWorldCell<'_>,
)
fn update_archetypes( _state: &mut <AssetChanged<A> as WorldQuery>::State, _world: UnsafeWorldCell<'_>, )
Auto Trait Implementations§
impl<A> Freeze for AssetChanged<A>where
PhantomData<A>: Freeze,
impl<A> RefUnwindSafe for AssetChanged<A>where
PhantomData<A>: RefUnwindSafe,
impl<A> Send for AssetChanged<A>where
PhantomData<A>: Send,
impl<A> Sync for AssetChanged<A>where
PhantomData<A>: Sync,
impl<A> Unpin for AssetChanged<A>where
PhantomData<A>: Unpin,
impl<A> UnsafeUnpin for AssetChanged<A>where
PhantomData<A>: UnsafeUnpin,
impl<A> UnwindSafe for AssetChanged<A>where
PhantomData<A>: UnwindSafe,
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