Struct bevy::ecs::component::ComponentTicks
[−]pub struct ComponentTicks { /* private fields */ }
Expand description
Records when a component was added and when it was last mutably dereferenced (or added).
Implementations
impl ComponentTicks
impl ComponentTicks
pub fn is_added(&self, last_change_tick: u32, change_tick: u32) -> bool
pub fn is_added(&self, last_change_tick: u32, change_tick: u32) -> bool
Returns true
if the component was added after the system last ran.
pub fn is_changed(&self, last_change_tick: u32, change_tick: u32) -> bool
pub fn is_changed(&self, last_change_tick: u32, change_tick: u32) -> bool
Returns true
if the component was added or mutably dereferenced after the system last ran.
pub fn set_changed(&mut self, change_tick: u32)
pub fn set_changed(&mut self, change_tick: u32)
Manually sets the change tick.
This is normally done automatically via the DerefMut
implementation
on Mut<T>
, ResMut<T>
, etc.
However, components and resources that make use of interior mutability might require manual updates.
Example
let world: World = unimplemented!();
let component_ticks: ComponentTicks = unimplemented!();
component_ticks.set_changed(world.read_change_tick());
Trait Implementations
impl Clone for ComponentTicks
impl Clone for ComponentTicks
fn clone(&self) -> ComponentTicks
fn clone(&self) -> ComponentTicks
Returns a copy of the value. Read more
1.0.0 · sourcefn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from source
. Read more
impl Debug for ComponentTicks
impl Debug for ComponentTicks
impl Copy for ComponentTicks
Auto Trait Implementations
impl RefUnwindSafe for ComponentTicks
impl Send for ComponentTicks
impl Sync for ComponentTicks
impl Unpin for ComponentTicks
impl UnwindSafe for ComponentTicks
Blanket Implementations
impl<T, U> AsBindGroupShaderType<U> for T where
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&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for T where
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fn as_bind_group_shader_type(
&self,
_images: &HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>
) -> U
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&self,
_images: &HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>
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