Struct bevy::ecs::system::EntityCommands

pub struct EntityCommands<'w, 's, 'a> { /* private fields */ }
Expand description

A list of commands that will be run to modify an entity.

Implementations

Returns the Entity id of the entity.

Example
fn my_system(mut commands: Commands) {
    let entity_id = commands.spawn_empty().id();
}

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),
            },
        ));
}
👎Deprecated since 0.9.0: Use insert instead, which now accepts bundles, components, and tuples of bundles and components.

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)>();
}
👎Deprecated since 0.9.0: Use remove instead, which now accepts bundles, components, and tuples of bundles and components.

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();
}

Logs the components of the entity at the info level.

Panics

The command will panic when applied if the associated entity does not exist.

Returns the underlying Commands.

Trait Implementations

Creates a ChildBuilder with the given children built in the given closure Read more
Creates a ChildBuilder with the given children built in the given closure Read more
Pushes children to the back of the builder’s children Read more
Inserts children at the given index Read more
Removes the given children Read more
Adds a single child Read more
Sets the parent of this entity.
Removes the parent of this entity.

Despawns the provided entity and its children.

Despawns all descendants of the given entity.

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more
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Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait. Read more
Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s. Read more
Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s. Read more
Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait. Read more

Returns the argument unchanged.

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The type returned in the event of a conversion error.
Performs the conversion.
The type returned in the event of a conversion error.
Performs the conversion.
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