Struct bevy_defer::AsyncEntityMut
source · pub struct AsyncEntityMut<'t> { /* private fields */ }
Expand description
Async version of EntityMut
or EntityCommands
.
Implementations§
source§impl AsyncEntityMut<'_>
impl AsyncEntityMut<'_>
sourcepub fn reborrow(&self) -> AsyncEntityMut<'_>
pub fn reborrow(&self) -> AsyncEntityMut<'_>
Reborrow an AsyncEntityMut
to a new lifetime.
sourcepub fn world(&self) -> &AsyncWorldMut
pub fn world(&self) -> &AsyncWorldMut
Obtain the underlying AsyncWorldMut
sourcepub fn component<C: Component>(&self) -> AsyncComponent<'_, C>
pub fn component<C: Component>(&self) -> AsyncComponent<'_, C>
Get an AsyncComponent
on this entity.
§Note
This does not mean the component or the entity exists in the world.
sourcepub fn query<T: QueryData>(&self) -> AsyncEntityQuery<'_, T, ()>
pub fn query<T: QueryData>(&self) -> AsyncEntityQuery<'_, T, ()>
Get an AsyncEntityQuery
on this entity.
§Note
This does not mean the component or the entity exists in the world.
sourcepub fn query_filtered<T: QueryData, F: QueryFilter>(
&self
) -> AsyncEntityQuery<'_, T, F>
pub fn query_filtered<T: QueryData, F: QueryFilter>( &self ) -> AsyncEntityQuery<'_, T, F>
Get an AsyncEntityQuery
on this entity.
§Note
This does not mean the component or the entity exists in the world.
source§impl AsyncEntityMut<'_>
impl AsyncEntityMut<'_>
sourcepub fn insert(
&self,
bundle: impl Bundle
) -> impl Future<Output = Result<(), AsyncFailure>>
pub fn insert( &self, bundle: impl Bundle ) -> impl Future<Output = Result<(), AsyncFailure>>
Adds a Bundle
of components to the entity.
sourcepub fn remove<T: Bundle>(
&self
) -> impl Future<Output = Result<(), AsyncFailure>>
pub fn remove<T: Bundle>( &self ) -> impl Future<Output = Result<(), AsyncFailure>>
Removes any components in the Bundle
from the entity.
sourcepub fn retain<T: Bundle>(
&self
) -> impl Future<Output = Result<(), AsyncFailure>>
pub fn retain<T: Bundle>( &self ) -> impl Future<Output = Result<(), AsyncFailure>>
Removes any components except those in the Bundle
from the entity.
sourcepub fn take<T: Bundle>(
&self
) -> impl Future<Output = Result<Option<T>, AsyncFailure>>
pub fn take<T: Bundle>( &self ) -> impl Future<Output = Result<Option<T>, AsyncFailure>>
Removes all components in the Bundle
from the entity and returns their previous values.
Note: If the entity does not have every component in the bundle, this method will not remove any of them.
sourcepub fn spawn_child(
&self,
bundle: impl Bundle
) -> impl Future<Output = AsyncResult<Entity>>
pub fn spawn_child( &self, bundle: impl Bundle ) -> impl Future<Output = AsyncResult<Entity>>
Spawns an entity with the given bundle and inserts it into the parent entity’s Children.
sourcepub fn add_child(&self, child: Entity) -> impl Future<Output = AsyncResult<()>>
pub fn add_child(&self, child: Entity) -> impl Future<Output = AsyncResult<()>>
Adds a single child.
sourcepub fn despawn(&self) -> impl Future<Output = ()>
pub fn despawn(&self) -> impl Future<Output = ()>
Despawns the given entity and all its children recursively.
sourcepub fn despawn_descendants(&self) -> impl Future<Output = ()>
pub fn despawn_descendants(&self) -> impl Future<Output = ()>
Despawns the given entity’s children recursively.
Methods from Deref<Target = AsyncWorldMut>§
sourcepub fn entity(&self, entity: Entity) -> AsyncEntityMut<'_>
pub fn entity(&self, entity: Entity) -> AsyncEntityMut<'_>
sourcepub fn resource<R: Resource>(&self) -> AsyncResource<'_, R>
pub fn resource<R: Resource>(&self) -> AsyncResource<'_, R>
sourcepub fn query<Q: QueryData>(&self) -> AsyncQuery<'_, Q>
pub fn query<Q: QueryData>(&self) -> AsyncQuery<'_, Q>
Obtain an AsyncQuery
.
sourcepub fn query_filtered<Q: QueryData, F: QueryFilter>(
&self
) -> AsyncQuery<'_, Q, F>
pub fn query_filtered<Q: QueryData, F: QueryFilter>( &self ) -> AsyncQuery<'_, Q, F>
Obtain an AsyncQuery
.
sourcepub fn system<P: SystemParam>(&self) -> AsyncSystemParam<'_, P>
pub fn system<P: SystemParam>(&self) -> AsyncSystemParam<'_, P>
Obtain an AsyncSystemParam
.
sourcepub fn signal<T: SignalId>(
&self,
name: impl Into<String>
) -> impl Future<Output = Arc<SignalData<T::Data>>>
pub fn signal<T: SignalId>( &self, name: impl Into<String> ) -> impl Future<Output = Arc<SignalData<T::Data>>>
Obtain a named signal.
sourcepub fn poll<T: SignalId>(
&self,
name: impl Into<String>
) -> impl Future<Output = T::Data>
pub fn poll<T: SignalId>( &self, name: impl Into<String> ) -> impl Future<Output = T::Data>
Poll a named signal.
sourcepub fn send<T: SignalId>(
&self,
name: impl Into<String>,
value: T::Data
) -> impl Future<Output = ()>
pub fn send<T: SignalId>( &self, name: impl Into<String>, value: T::Data ) -> impl Future<Output = ()>
Send data through a named signal.
sourcepub fn send_event<E: Event>(
&self,
event: E
) -> impl Future<Output = AsyncResult<EventId<E>>>
pub fn send_event<E: Event>( &self, event: E ) -> impl Future<Output = AsyncResult<EventId<E>>>
Send an Event
.
sourcepub fn poll_event<E: Event + Clone>(&self) -> impl Future<Output = E>
pub fn poll_event<E: Event + Clone>(&self) -> impl Future<Output = E>
sourcepub fn apply_command(&self, command: impl Command) -> impl Future<Output = ()>
pub fn apply_command(&self, command: impl Command) -> impl Future<Output = ()>
Applies a command, causing it to mutate the world.
sourcepub fn run<T: Send + 'static>(
&self,
f: impl FnOnce(&mut World) -> T + Send + 'static
) -> impl Future<Output = T>
pub fn run<T: Send + 'static>( &self, f: impl FnOnce(&mut World) -> T + Send + 'static ) -> impl Future<Output = T>
Apply a function on the world and obtain the result.
sourcepub fn run_schedule(
&self,
schedule: impl ScheduleLabel
) -> impl Future<Output = AsyncResult>
pub fn run_schedule( &self, schedule: impl ScheduleLabel ) -> impl Future<Output = AsyncResult>
Runs the schedule a single time.
sourcepub fn spawn_empty(&self) -> impl Future<Output = Entity>
pub fn spawn_empty(&self) -> impl Future<Output = Entity>
Spawns a new Entity
with no components.
sourcepub fn spawn_bundle(&self, bundle: impl Bundle) -> impl Future<Output = Entity>
pub fn spawn_bundle(&self, bundle: impl Bundle) -> impl Future<Output = Entity>
Spawn a new Entity with a given Bundle of components.
sourcepub fn set_state<S: States>(
&self,
state: S
) -> impl Future<Output = AsyncResult<()>>
pub fn set_state<S: States>( &self, state: S ) -> impl Future<Output = AsyncResult<()>>
Transition to a new States
.
sourcepub fn in_state<S: States>(&self, state: S) -> impl Future<Output = ()>
pub fn in_state<S: States>(&self, state: S) -> impl Future<Output = ()>
Wait until a States
is entered.
sourcepub fn asset<A: Asset, T: Send + 'static>(
&self,
handle: Handle<A>,
f: impl FnMut(&A) -> T + Send + 'static
) -> impl Future<Output = AsyncResult<T>>
pub fn asset<A: Asset, T: Send + 'static>( &self, handle: Handle<A>, f: impl FnMut(&A) -> T + Send + 'static ) -> impl Future<Output = AsyncResult<T>>
Run a function on an Asset
and obtain the result.
Repeat until the asset is loaded.
sourcepub fn asset_loaded<A: Asset, T: Send + 'static>(
&self,
handle: Handle<A>
) -> impl Future<Output = AsyncResult<()>>
pub fn asset_loaded<A: Asset, T: Send + 'static>( &self, handle: Handle<A> ) -> impl Future<Output = AsyncResult<()>>
Wait until an asset is loaded.
Repeat until the asset is loaded.
sourcepub fn load_asset<A: Asset>(
&self,
path: impl Into<AssetPath<'static>> + Send + 'static
) -> impl Future<Output = AsyncResult<Handle<A>>>
pub fn load_asset<A: Asset>( &self, path: impl Into<AssetPath<'static>> + Send + 'static ) -> impl Future<Output = AsyncResult<Handle<A>>>
Run a function on an Asset
and obtain the result.
Trait Implementations§
source§impl<'t> AsyncEntityParam<'t> for AsyncEntityMut<'t>
impl<'t> AsyncEntityParam<'t> for AsyncEntityMut<'t>
Auto Trait Implementations§
impl<'t> Freeze for AsyncEntityMut<'t>
impl<'t> !RefUnwindSafe for AsyncEntityMut<'t>
impl<'t> Send for AsyncEntityMut<'t>
impl<'t> Sync for AsyncEntityMut<'t>
impl<'t> Unpin for AsyncEntityMut<'t>
impl<'t> !UnwindSafe for AsyncEntityMut<'t>
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
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) to Rc<Any>
. Rc<Any>
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.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
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) to &Any
. This is needed since Rust cannot
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’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
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) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.