pub struct ClientId(/* private fields */);Expand description
Specifies the Client the entity belongs to. This allows multiple Clients to co-exist inside the same World. Note that while this uses a spru::player::Id as the id, this does not mean the attached game piece belongs to that player, only that it is their ‘view’ of the game piece.
Trait Implementations§
Source§impl Component for ClientId
impl Component for ClientId
Source§const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::SparseSet
const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::SparseSet
A constant indicating the storage type used for this component.
Source§type Mutability = Immutable
type Mutability = Immutable
A marker type to assist Bevy with determining if this component is
mutable, or immutable. Mutable components will have
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Registers required components. Read more
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
Source§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
Maps the entities on this component using the given
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreimpl Copy for ClientId
impl Eq for ClientId
impl StructuralPartialEq for ClientId
Auto Trait Implementations§
impl Freeze for ClientId
impl RefUnwindSafe for ClientId
impl Send for ClientId
impl Sync for ClientId
impl Unpin for ClientId
impl UnsafeUnpin for ClientId
impl UnwindSafe for ClientId
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
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fn borrow_mut(&mut self) -> &mut T
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Source§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut ComponentsRegistrator<'_>, ids: &mut impl FnMut(ComponentId), )
Source§fn get_component_ids(
components: &Components,
ids: &mut impl FnMut(Option<ComponentId>),
)
fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )
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C: Component,
impl<C> BundleFromComponents for Cwhere
C: Component,
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Source§impl<C> DynamicBundle for Cwhere
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impl<C> DynamicBundle for Cwhere
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Source§unsafe fn get_components(
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unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect
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Source§unsafe fn apply_effect(
_ptr: MovingPtr<'_, MaybeUninit<C>>,
_entity: &mut EntityWorldMut<'_>,
)
unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )
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