Lazy updates can be used for world updates
that need to borrow a lot of resources
and as such should better be done at the end.
They work lazily in the sense that they are
dispatched when calling world.maintain().
A wrapper around the masked storage and the generations vector.
Can be used for safe lookup of components, insertions and removes.
This is what World::read/write fetches for the user.
A trait for accessing read/write multiple resources from a system. This can be used
to create dynamic systems that don’t specify what they fetch at compile-time.
A common trait for EntityBuilder and LazyBuilder, allowing either to be used.
Entity is definitely alive, but the components may or may not exist before a call to
World::maintain.
A static system data that can specify its dependencies at statically (at compile-time).
Most system data is a SystemData, the DynamicSystemData type is only needed for very special
setups.
Allows to fetch a resource in a system immutably.
This will panic if the resource does not exist.
Usage of Read or Option<Read> is therefore recommended.
Allows to fetch a resource in a system mutably.
This will panic if the resource does not exist.
Usage of Write or Option<Write> is therefore recommended.