Struct rust_warrior::engine::systems::player::PlayerSystem [−][src]
pub struct PlayerSystem {
pub name: String,
pub floor: Floor,
pub player: Box<dyn Player + Send + Sync>,
}Expand description
Fields
name: Stringfloor: Floorplayer: Box<dyn Player + Send + Sync>Implementations
Trait Implementations
type SystemData = (Entities<'a>, WriteStorage<'a, UnitComponent>)
type SystemData = (Entities<'a>, WriteStorage<'a, UnitComponent>)
The resource bundle required to execute this system. Read more
Executes the system with the required system data. Read more
fn running_time(&self) -> RunningTime
fn running_time(&self) -> RunningTime
Returns a hint how long the system needs for running. This is used to optimize the way they’re executed (might allow more parallelization). Read more
fn accessor(&'b self) -> AccessorCow<'a, 'b, Self>
fn accessor(&'b self) -> AccessorCow<'a, 'b, Self>
Return the accessor from the [SystemData].
fn setup(&mut self, world: &mut World)
fn setup(&mut self, world: &mut World)
Sets up the World using Self::SystemData::setup.
Auto Trait Implementations
impl !RefUnwindSafe for PlayerSystem
impl Send for PlayerSystem
impl Sync for PlayerSystem
impl Unpin for PlayerSystem
impl !UnwindSafe for PlayerSystem
Blanket Implementations
impl<T> Any for T where
T: Any,
impl<T> Any for T where
T: Any,
pub fn get_type_id(&self) -> TypeId
Mutably borrows from an owned value. Read more
pub fn setup(&mut self, world: &mut World)
pub fn setup(&mut self, world: &mut World)
Sets up World for a later call to run_now.
pub fn setup(&mut self, world: &mut World)
pub fn setup(&mut self, world: &mut World)
Sets up World for a later call to run.
pub fn run(&mut self, world: &'a World, &ThreadPool)
pub fn run(&mut self, world: &'a World, &ThreadPool)
Runs the system/group of systems. Possibly in parallel depending on how the structure is set up. Read more
Accumulates the necessary read/shared resources from the systems in this group. Read more