Struct bevy::scene::prelude::SceneSpawner
pub struct SceneSpawner { /* private fields */ }
Implementations§
§impl SceneSpawner
impl SceneSpawner
pub fn spawn_dynamic(&mut self, scene_handle: Handle<DynamicScene>)
pub fn spawn_dynamic_as_child(
&mut self,
scene_handle: Handle<DynamicScene>,
parent: Entity
) -> InstanceId
pub fn spawn(&mut self, scene_handle: Handle<Scene>) -> InstanceId
pub fn spawn_as_child(
&mut self,
scene_handle: Handle<Scene>,
parent: Entity
) -> InstanceId
pub fn despawn(&mut self, scene_handle: Handle<DynamicScene>)
pub fn despawn_instance(&mut self, instance_id: InstanceId)
pub fn despawn_sync(
&mut self,
world: &mut World,
scene_handle: Handle<DynamicScene>
) -> Result<(), SceneSpawnError>
pub fn despawn_instance_sync(
&mut self,
world: &mut World,
instance_id: &InstanceId
)
pub fn spawn_dynamic_sync(
&mut self,
world: &mut World,
scene_handle: &Handle<DynamicScene>
) -> Result<(), SceneSpawnError>
pub fn spawn_sync(
&mut self,
world: &mut World,
scene_handle: Handle<Scene>
) -> Result<InstanceId, SceneSpawnError>
pub fn update_spawned_scenes(
&mut self,
world: &mut World,
scene_handles: &[Handle<DynamicScene>]
) -> Result<(), SceneSpawnError>
pub fn despawn_queued_scenes(
&mut self,
world: &mut World
) -> Result<(), SceneSpawnError>
pub fn despawn_queued_instances(&mut self, world: &mut World)
pub fn spawn_queued_scenes(
&mut self,
world: &mut World
) -> Result<(), SceneSpawnError>
pub fn instance_is_ready(&self, instance_id: InstanceId) -> bool
pub fn instance_is_ready(&self, instance_id: InstanceId) -> bool
Check that an scene instance spawned previously is ready to use
pub fn iter_instance_entities(
&self,
instance_id: InstanceId
) -> impl Iterator<Item = Entity>
pub fn iter_instance_entities(
&self,
instance_id: InstanceId
) -> impl Iterator<Item = Entity>
Get an iterator over the entities in an instance, once it’s spawned.
Before the scene is spawned, the iterator will be empty. Use Self::instance_is_ready
to check if the instance is ready.
Trait Implementations§
§impl Default for SceneSpawner
impl Default for SceneSpawner
§fn default() -> SceneSpawner
fn default() -> SceneSpawner
Returns the “default value” for a type. Read more
impl Resource for SceneSpawnerwhere
SceneSpawner: 'static + Send + Sync,
Auto Trait Implementations§
impl RefUnwindSafe for SceneSpawner
impl Send for SceneSpawner
impl Sync for SceneSpawner
impl Unpin for SceneSpawner
impl UnwindSafe for SceneSpawner
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§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World