Struct bevy_defer::AsyncWorldMut
source · pub struct AsyncWorldMut { /* private fields */ }
Implementations§
source§impl AsyncWorldMut
impl 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
.
source§impl AsyncWorldMut
impl AsyncWorldMut
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>
source§impl AsyncWorldMut
impl AsyncWorldMut
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 &'t AsyncWorldMut
impl<'t> AsyncEntityParam<'t> for &'t AsyncWorldMut
source§impl<'t> AsyncEntityParam<'t> for AsyncWorldMut
impl<'t> AsyncEntityParam<'t> for AsyncWorldMut
source§impl Debug for AsyncWorldMut
impl Debug for AsyncWorldMut
Auto Trait Implementations§
impl Freeze for AsyncWorldMut
impl !RefUnwindSafe for AsyncWorldMut
impl Send for AsyncWorldMut
impl Sync for AsyncWorldMut
impl Unpin for AsyncWorldMut
impl !UnwindSafe for AsyncWorldMut
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>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
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)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.