pub struct Entity {
pub pos: [f32; 3],
pub pos_seq: u64,
pub components: BTreeMap<ComponentId, Component>,
pub seq: u64,
pub spawn_seq: u64,
}Expand description
One replicated entity.
Fields§
§pos: [f32; 3]§pos_seq: u64Change counter value of the last position change.
components: BTreeMap<ComponentId, Component>Components. A removed component stays as bytes: None so readers
that last saw it can be told it is gone.
seq: u64Change counter value of the last change of any kind.
spawn_seq: u64Change counter value of this entity’s spawn. An id despawned and spawned again gets a new value, so readers can tell a new entity from the old one.
Implementations§
Trait Implementations§
impl StructuralPartialEq for Entity
Auto Trait Implementations§
impl Freeze for Entity
impl RefUnwindSafe for Entity
impl Send for Entity
impl Sync for Entity
impl Unpin for Entity
impl UnsafeUnpin for Entity
impl UnwindSafe for Entity
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