pub struct Single<'w, D, F = ()>where
D: QueryData,
F: QueryFilter,{ /* private fields */ }
Expand description
System parameter that provides access to single entity’s components, much like Query::single
/Query::single_mut
.
This SystemParam
fails validation if zero or more than one matching entity exists.
This will cause the system to be skipped, according to the rules laid out in SystemParamValidationError
.
Use Option<Single<D, F>>
instead if zero or one matching entities can exist.
See Query
for more details.
Implementations§
Source§impl<'w, D, F> Single<'w, D, F>where
D: QueryData,
F: QueryFilter,
impl<'w, D, F> Single<'w, D, F>where
D: QueryData,
F: QueryFilter,
Sourcepub fn into_inner(self) -> <D as QueryData>::Item<'w>
pub fn into_inner(self) -> <D as QueryData>::Item<'w>
Returns the inner item with ownership.
Examples found in repository?
More examples
examples/transforms/align.rs (line 141)
140fn rotate_ship(ship: Single<(&mut Ship, &mut Transform)>, time: Res<Time>) {
141 let (mut ship, mut ship_transform) = ship.into_inner();
142
143 if !ship.in_motion {
144 return;
145 }
146
147 let target_rotation = ship.target_transform.rotation;
148
149 ship_transform
150 .rotation
151 .smooth_nudge(&target_rotation, 3.0, time.delta_secs());
152
153 if ship_transform.rotation.angle_between(target_rotation) <= f32::EPSILON {
154 ship.in_motion = false;
155 }
156}
examples/ui/relative_cursor_position.rs (line 70)
66fn relative_cursor_position_system(
67 relative_cursor_position: Single<&RelativeCursorPosition>,
68 output_query: Single<(&mut Text, &mut TextColor)>,
69) {
70 let (mut output, mut text_color) = output_query.into_inner();
71
72 **output = if let Some(relative_cursor_position) = relative_cursor_position.normalized {
73 format!(
74 "({:.1}, {:.1})",
75 relative_cursor_position.x, relative_cursor_position.y
76 )
77 } else {
78 "unknown".to_string()
79 };
80
81 text_color.0 = if relative_cursor_position.mouse_over() {
82 Color::srgb(0.1, 0.9, 0.1)
83 } else {
84 Color::srgb(0.9, 0.1, 0.1)
85 };
86}
examples/math/custom_primitives.rs (line 273)
262fn switch_cameras(
263 current: Res<State<CameraActive>>,
264 mut next: ResMut<NextState<CameraActive>>,
265 camera: Single<(&mut Transform, &mut Projection)>,
266) {
267 let next_state = match current.get() {
268 CameraActive::Dim2 => CameraActive::Dim3,
269 CameraActive::Dim3 => CameraActive::Dim2,
270 };
271 next.set(next_state);
272
273 let (mut transform, mut projection) = camera.into_inner();
274 match next_state {
275 CameraActive::Dim2 => {
276 *transform = TRANSFORM_2D;
277 *projection = PROJECTION_2D;
278 }
279 CameraActive::Dim3 => {
280 *transform = TRANSFORM_3D;
281 *projection = PROJECTION_3D;
282 }
283 };
284}
examples/asset/alter_sprite.rs (line 113)
107fn alter_handle(
108 asset_server: Res<AssetServer>,
109 right_bird: Single<(&mut Bird, &mut Sprite), Without<Left>>,
110) {
111 // Image handles, like other parts of the ECS, can be queried as mutable and modified at
112 // runtime. We only spawned one bird without the `Left` marker component.
113 let (mut bird, mut sprite) = right_bird.into_inner();
114
115 // Switch to a new Bird variant
116 bird.set_next_variant();
117
118 // Modify the handle associated with the Bird on the right side. Note that we will only
119 // have to load the same path from storage media once: repeated attempts will re-use the
120 // asset.
121 sprite.image = asset_server.load(bird.get_texture_path());
122}
examples/math/render_primitives.rs (line 340)
334fn update_active_cameras(
335 state: Res<State<CameraActive>>,
336 camera_2d: Single<(Entity, &mut Camera), With<Camera2d>>,
337 camera_3d: Single<(Entity, &mut Camera), (With<Camera3d>, Without<Camera2d>)>,
338 mut text: Query<&mut UiTargetCamera, With<HeaderNode>>,
339) {
340 let (entity_2d, mut cam_2d) = camera_2d.into_inner();
341 let (entity_3d, mut cam_3d) = camera_3d.into_inner();
342 let is_camera_2d_active = matches!(*state.get(), CameraActive::Dim2);
343
344 cam_2d.is_active = is_camera_2d_active;
345 cam_3d.is_active = !is_camera_2d_active;
346
347 let active_camera = if is_camera_2d_active {
348 entity_2d
349 } else {
350 entity_3d
351 };
352
353 text.iter_mut().for_each(|mut target_camera| {
354 *target_camera = UiTargetCamera(active_camera);
355 });
356}
Additional examples can be found in:
- examples/asset/alter_mesh.rs
- examples/games/game_menu.rs
- examples/3d/motion_blur.rs
- examples/input/text_input.rs
- examples/2d/rotation.rs
- examples/camera/projection_zoom.rs
- examples/3d/auto_exposure.rs
- examples/camera/first_person_view_model.rs
- examples/games/breakout.rs
- examples/3d/blend_modes.rs
- examples/3d/anti_aliasing.rs
- examples/3d/bloom_3d.rs
- examples/3d/fog.rs
- examples/2d/bloom_2d.rs
- examples/3d/transmission.rs
Trait Implementations§
Source§impl<'a, D, F> SystemParam for Single<'a, D, F>where
D: QueryData + 'static,
F: QueryFilter + 'static,
impl<'a, D, F> SystemParam for Single<'a, D, F>where
D: QueryData + 'static,
F: QueryFilter + 'static,
Source§type State = QueryState<D, F>
type State = QueryState<D, F>
Used to store data which persists across invocations of a system.
Source§type Item<'w, 's> = Single<'w, D, F>
type Item<'w, 's> = Single<'w, D, F>
The item type returned when constructing this system param.
The value of this associated type should be
Self
, instantiated with new lifetimes. Read moreSource§fn init_state(
world: &mut World,
system_meta: &mut SystemMeta,
) -> <Single<'a, D, F> as SystemParam>::State
fn init_state( world: &mut World, system_meta: &mut SystemMeta, ) -> <Single<'a, D, F> as SystemParam>::State
Registers any
World
access used by this SystemParam
and creates a new instance of this param’s State
.Source§unsafe fn new_archetype(
state: &mut <Single<'a, D, F> as SystemParam>::State,
archetype: &Archetype,
system_meta: &mut SystemMeta,
)
unsafe fn new_archetype( state: &mut <Single<'a, D, F> as SystemParam>::State, archetype: &Archetype, system_meta: &mut SystemMeta, )
For the specified
Archetype
, registers the components accessed by this SystemParam
(if applicable).a Read moreSource§unsafe fn get_param<'w, 's>(
state: &'s mut <Single<'a, D, F> as SystemParam>::State,
system_meta: &SystemMeta,
world: UnsafeWorldCell<'w>,
change_tick: Tick,
) -> <Single<'a, D, F> as SystemParam>::Item<'w, 's>
unsafe fn get_param<'w, 's>( state: &'s mut <Single<'a, D, F> as SystemParam>::State, system_meta: &SystemMeta, world: UnsafeWorldCell<'w>, change_tick: Tick, ) -> <Single<'a, D, F> as SystemParam>::Item<'w, 's>
Creates a parameter to be passed into a
SystemParamFunction
. Read moreSource§unsafe fn validate_param(
state: &<Single<'a, D, F> as SystemParam>::State,
system_meta: &SystemMeta,
world: UnsafeWorldCell<'_>,
) -> Result<(), SystemParamValidationError>
unsafe fn validate_param( state: &<Single<'a, D, F> as SystemParam>::State, system_meta: &SystemMeta, world: UnsafeWorldCell<'_>, ) -> Result<(), SystemParamValidationError>
Source§fn apply(state: &mut Self::State, system_meta: &SystemMeta, world: &mut World)
fn apply(state: &mut Self::State, system_meta: &SystemMeta, world: &mut World)
Applies any deferred mutations stored in this
SystemParam
’s state.
This is used to apply Commands
during ApplyDeferred
.Source§fn queue(
state: &mut Self::State,
system_meta: &SystemMeta,
world: DeferredWorld<'_>,
)
fn queue( state: &mut Self::State, system_meta: &SystemMeta, world: DeferredWorld<'_>, )
Queues any deferred mutations to be applied at the next
ApplyDeferred
.impl<'a, D, F> ReadOnlySystemParam for Single<'a, D, F>where
D: ReadOnlyQueryData + 'static,
F: QueryFilter + 'static,
Auto Trait Implementations§
impl<'w, D, F> Freeze for Single<'w, D, F>
impl<'w, D, F> RefUnwindSafe for Single<'w, D, F>
impl<'w, D, F> Send for Single<'w, D, F>
impl<'w, D, F> Sync for Single<'w, D, F>
impl<'w, D, F> Unpin for Single<'w, D, F>
impl<'w, D, F> UnwindSafe for Single<'w, D, F>
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) -> Result<SampleAutoCurve<T>, ResamplingError>where
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sample_times: impl IntoIterator<Item = f32>,
) -> Result<UnevenSampleAutoCurve<T>, ResamplingError>where
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