pub enum EntityAction<E: Copy> {
SpawnEntity(E, Vec<ComponentKind>),
DespawnEntity(E),
InsertComponent(E, ComponentKind),
RemoveComponent(E, ComponentKind),
Noop,
}Variants§
SpawnEntity(E, Vec<ComponentKind>)
DespawnEntity(E)
InsertComponent(E, ComponentKind)
RemoveComponent(E, ComponentKind)
Noop
Implementations§
Auto Trait Implementations§
impl<E> Freeze for EntityAction<E>where
E: Freeze,
impl<E> RefUnwindSafe for EntityAction<E>where
E: RefUnwindSafe,
impl<E> Send for EntityAction<E>where
E: Send,
impl<E> Sync for EntityAction<E>where
E: Sync,
impl<E> Unpin for EntityAction<E>where
E: Unpin,
impl<E> UnwindSafe for EntityAction<E>where
E: UnwindSafe,
Blanket Implementations§
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