Struct bevy_defer::AsyncWorld
source · pub struct AsyncWorld<'w, 's> { /* private fields */ }
Expand description
SystemParam
for obtaining an AsyncWorldMut
.
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 Deref for AsyncWorld<'_, '_>
impl Deref for AsyncWorld<'_, '_>
source§impl SystemParam for AsyncWorld<'_, '_>
impl SystemParam for AsyncWorld<'_, '_>
§type Item<'w, 's> = AsyncWorld<'w, 's>
type Item<'w, 's> = AsyncWorld<'w, 's>
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) -> Self::State
fn init_state(world: &mut World, system_meta: &mut SystemMeta) -> Self::State
Registers any
World
access used by this SystemParam
and creates a new instance of this param’s State
.source§fn new_archetype(
state: &mut Self::State,
archetype: &Archetype,
system_meta: &mut SystemMeta
)
fn new_archetype( state: &mut Self::State, archetype: &Archetype, system_meta: &mut SystemMeta )
For the specified
Archetype
, registers the components accessed by this SystemParam
(if applicable).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 apply_deferred
.source§unsafe fn get_param<'w, 's>(
state: &'s mut Self::State,
system_meta: &SystemMeta,
world: UnsafeWorldCell<'w>,
change_tick: Tick
) -> Self::Item<'w, 's>
unsafe fn get_param<'w, 's>( state: &'s mut Self::State, system_meta: &SystemMeta, world: UnsafeWorldCell<'w>, change_tick: Tick ) -> Self::Item<'w, 's>
Creates a parameter to be passed into a
SystemParamFunction
. Read moreimpl<'w, 's> ReadOnlySystemParam for AsyncWorld<'w, 's>
Auto Trait Implementations§
impl<'w, 's> Freeze for AsyncWorld<'w, 's>
impl<'w, 's> !RefUnwindSafe for AsyncWorld<'w, 's>
impl<'w, 's> Send for AsyncWorld<'w, 's>
impl<'w, 's> Sync for AsyncWorld<'w, 's>
impl<'w, 's> Unpin for AsyncWorld<'w, 's>
impl<'w, 's> !UnwindSafe for AsyncWorld<'w, 's>
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
Return the
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
Mutably borrows from an owned value. Read more
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>
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
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§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.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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&mut Trait
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) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.