Struct bevy_ecs::system::EntityCommands
source · pub struct EntityCommands<'w, 's, 'a> { /* private fields */ }
Expand description
A list of commands that will be run to modify an entity.
Implementations§
source§impl<'w, 's, 'a> EntityCommands<'w, 's, 'a>
impl<'w, 's, 'a> EntityCommands<'w, 's, 'a>
sourcepub fn insert(&mut self, bundle: impl Bundle) -> &mut Self
pub fn insert(&mut self, bundle: impl Bundle) -> &mut Self
Adds a Bundle
of components to the entity.
This will overwrite any previous value(s) of the same component type.
Panics
The command will panic when applied if the associated entity does not exist.
Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);
#[derive(Bundle)]
struct CombatBundle {
health: Health,
strength: Strength,
}
fn add_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
commands
.entity(player.entity)
// You can insert individual components:
.insert(Defense(10))
// You can also insert pre-defined bundles of components:
.insert(CombatBundle {
health: Health(100),
strength: Strength(40),
})
// You can also insert tuples of components and bundles.
// This is equivalent to the calls above:
.insert((
Defense(10),
CombatBundle {
health: Health(100),
strength: Strength(40),
},
));
}
pub fn insert_bundle(&mut self, bundle: impl Bundle) -> &mut Self
👎Deprecated since 0.9.0: Use
insert
instead, which now accepts bundles, components, and tuples of bundles and components.sourcepub fn remove<T>(&mut self) -> &mut Selfwhere
T: Bundle,
pub fn remove<T>(&mut self) -> &mut Selfwhere
T: Bundle,
Removes a Bundle
of components from the entity.
See EntityMut::remove
for more
details.
Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);
#[derive(Bundle)]
struct CombatBundle {
health: Health,
strength: Strength,
}
fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
commands
.entity(player.entity)
// You can remove individual components:
.remove::<Defense>()
// You can also remove pre-defined Bundles of components:
.remove::<CombatBundle>()
// You can also remove tuples of components and bundles.
// This is equivalent to the calls above:
.remove::<(Defense, CombatBundle)>();
}
pub fn remove_bundle<T>(&mut self) -> &mut Selfwhere
T: Bundle,
👎Deprecated since 0.9.0: Use
remove
instead, which now accepts bundles, components, and tuples of bundles and components.sourcepub fn despawn(&mut self)
pub fn despawn(&mut self)
Despawns the entity.
See World::despawn
for more details.
Panics
The command will panic when applied if the associated entity does not exist.
Example
fn remove_character_system(
mut commands: Commands,
character_to_remove: Res<CharacterToRemove>
)
{
commands.entity(character_to_remove.entity).despawn();
}
sourcepub fn log_components(&mut self)
pub fn log_components(&mut self)
Logs the components of the entity at the info level.
Panics
The command will panic when applied if the associated entity does not exist.
Auto Trait Implementations§
impl<'w, 's, 'a> RefUnwindSafe for EntityCommands<'w, 's, 'a>
impl<'w, 's, 'a> Send for EntityCommands<'w, 's, 'a>
impl<'w, 's, 'a> Sync for EntityCommands<'w, 's, 'a>
impl<'w, 's, 'a> Unpin for EntityCommands<'w, 's, 'a>where
's: 'a,
'w: 'a,
impl<'w, 's, 'a> !UnwindSafe for EntityCommands<'w, 's, 'a>
Blanket Implementations§
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
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(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
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where ConcreteType
implements Trait
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