// Address a UI component by the asset id it was built from. The overlay
// components are authored as named assets and referenced by id long after the
// world is decomposed, so every HUD / menu / story update resolves an id to the
// live component before writing it.
use TextLabel;
use AssetId;
use ;
// Mutate the `C` of the entity the asset `id` was loaded into. An unset
// reference or an asset with no `C` is a silent no-op.
pub
// Overwrite the text of the TextLabel asset `id`, if present.
pub