Struct bevy::ecs::system::EntityCommands
pub struct EntityCommands<'w, 's, 'a> { /* private fields */ }
Expand description
A list of commands that will be run to modify an entity.
Implementations§
§impl<'w, 's, 'a> EntityCommands<'w, 's, 'a>
impl<'w, 's, 'a> EntityCommands<'w, 's, 'a>
pub fn insert(&mut self, bundle: impl Bundle) -> &mut EntityCommands<'w, 's, 'a>
pub fn insert(&mut self, bundle: impl Bundle) -> &mut EntityCommands<'w, 's, 'a>
Adds a Bundle
of components to the entity.
This will overwrite any previous value(s) of the same component type.
Panics
The command will panic when applied if the associated entity does not exist.
Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);
#[derive(Bundle)]
struct CombatBundle {
health: Health,
strength: Strength,
}
fn add_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
commands
.entity(player.entity)
// You can insert individual components:
.insert(Defense(10))
// You can also insert pre-defined bundles of components:
.insert(CombatBundle {
health: Health(100),
strength: Strength(40),
})
// You can also insert tuples of components and bundles.
// This is equivalent to the calls above:
.insert((
Defense(10),
CombatBundle {
health: Health(100),
strength: Strength(40),
},
));
}
pub fn insert_bundle(
&mut self,
bundle: impl Bundle
) -> &mut EntityCommands<'w, 's, 'a>
👎Deprecated since 0.9.0: Use
insert
instead, which now accepts bundles, components, and tuples of bundles and components.pub fn remove<T>(&mut self) -> &mut EntityCommands<'w, 's, 'a>where
T: Bundle,
pub fn remove<T>(&mut self) -> &mut EntityCommands<'w, 's, 'a>where
T: Bundle,
Removes a Bundle
of components from the entity.
See EntityMut::remove
for more
details.
Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);
#[derive(Bundle)]
struct CombatBundle {
health: Health,
strength: Strength,
}
fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
commands
.entity(player.entity)
// You can remove individual components:
.remove::<Defense>()
// You can also remove pre-defined Bundles of components:
.remove::<CombatBundle>()
// You can also remove tuples of components and bundles.
// This is equivalent to the calls above:
.remove::<(Defense, CombatBundle)>();
}
pub fn remove_bundle<T>(&mut self) -> &mut EntityCommands<'w, 's, 'a>where
T: Bundle,
👎Deprecated since 0.9.0: Use
remove
instead, which now accepts bundles, components, and tuples of bundles and components.pub fn despawn(&mut self)
pub fn despawn(&mut self)
Despawns the entity.
See World::despawn
for more details.
Panics
The command will panic when applied if the associated entity does not exist.
Example
fn remove_character_system(
mut commands: Commands,
character_to_remove: Res<CharacterToRemove>
)
{
commands.entity(character_to_remove.entity).despawn();
}
pub fn log_components(&mut self)
pub fn log_components(&mut self)
Logs the components of the entity at the info level.
Panics
The command will panic when applied if the associated entity does not exist.
Trait Implementations§
§impl<'w, 's, 'a> BuildChildren for EntityCommands<'w, 's, 'a>
impl<'w, 's, 'a> BuildChildren for EntityCommands<'w, 's, 'a>
§fn with_children(
&mut self,
spawn_children: impl FnOnce(&mut ChildBuilder<'_, '_, '_>)
) -> &mut EntityCommands<'w, 's, 'a>
fn with_children(
&mut self,
spawn_children: impl FnOnce(&mut ChildBuilder<'_, '_, '_>)
) -> &mut EntityCommands<'w, 's, 'a>
Creates a
ChildBuilder
with the given children built in the given closure Read more§fn add_children<T>(
&mut self,
spawn_children: impl FnOnce(&mut ChildBuilder<'_, '_, '_>) -> T
) -> T
fn add_children<T>(
&mut self,
spawn_children: impl FnOnce(&mut ChildBuilder<'_, '_, '_>) -> T
) -> T
Creates a
ChildBuilder
with the given children built in the given closure Read more§fn push_children(
&mut self,
children: &[Entity]
) -> &mut EntityCommands<'w, 's, 'a>
fn push_children(
&mut self,
children: &[Entity]
) -> &mut EntityCommands<'w, 's, 'a>
Pushes children to the back of the builder’s children Read more
§fn insert_children(
&mut self,
index: usize,
children: &[Entity]
) -> &mut EntityCommands<'w, 's, 'a>
fn insert_children(
&mut self,
index: usize,
children: &[Entity]
) -> &mut EntityCommands<'w, 's, 'a>
Inserts children at the given index Read more
§fn remove_children(
&mut self,
children: &[Entity]
) -> &mut EntityCommands<'w, 's, 'a>
fn remove_children(
&mut self,
children: &[Entity]
) -> &mut EntityCommands<'w, 's, 'a>
Removes the given children Read more
§fn add_child(&mut self, child: Entity) -> &mut EntityCommands<'w, 's, 'a>
fn add_child(&mut self, child: Entity) -> &mut EntityCommands<'w, 's, 'a>
Adds a single child Read more
§fn set_parent(&mut self, parent: Entity) -> &mut EntityCommands<'w, 's, 'a>
fn set_parent(&mut self, parent: Entity) -> &mut EntityCommands<'w, 's, 'a>
Sets the parent of this entity.
§fn remove_parent(&mut self) -> &mut EntityCommands<'w, 's, 'a>
fn remove_parent(&mut self) -> &mut EntityCommands<'w, 's, 'a>
Removes the parent of this entity.
§impl<'w, 's, 'a> DespawnRecursiveExt for EntityCommands<'w, 's, 'a>
impl<'w, 's, 'a> DespawnRecursiveExt for EntityCommands<'w, 's, 'a>
§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)
Despawns all descendants of the given entity.
Auto Trait Implementations§
impl<'w, 's, 'a> RefUnwindSafe for EntityCommands<'w, 's, 'a>
impl<'w, 's, 'a> Send for EntityCommands<'w, 's, 'a>
impl<'w, 's, 'a> Sync for EntityCommands<'w, 's, 'a>
impl<'w, 's, 'a> Unpin for EntityCommands<'w, 's, 'a>where
's: 'a,
'w: 'a,
impl<'w, 's, 'a> !UnwindSafe for EntityCommands<'w, 's, 'a>
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
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist. Read more§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>
Convert
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
. Read more§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
. Read more§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s. Read more§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s. Read more