pub struct EntityManager<'a> { /* private fields */ }Expand description
part of the world, manipulating entities
Implementations§
Source§impl<'a> EntityManager<'a>
impl<'a> EntityManager<'a>
Sourcepub fn create_entity(&mut self) -> &mut Entity
pub fn create_entity(&mut self) -> &mut Entity
Examples found in repository?
examples/render_gui_system.rs (line 56)
55 fn on_created(&mut self, entity_manager : &mut EntityManager) {
56 let data_entity = entity_manager.create_entity();
57 data_entity.add_component(RenderData {facade : self.facade.clone()});
58 }
59 fn process_one(&mut self, _ : &mut Entity) {
60 self.facade.borrow_mut().draw_something("triangles triangles");
61 }
62}
63
64pub struct GuiSystem;
65
66impl System for GuiSystem {
67 fn aspect(&self) -> Aspect {
68 aspect_all!(GuiWindow)
69 }
70 fn data_aspects(&self) -> Vec<Aspect> {
71 vec![aspect_all!(RenderData, HeavyGuiData)]
72 }
73
74 fn process_d(&mut self, _ : &mut Entity, data : &mut DataList) {
75 let render_data = data.unwrap_entity().get_component::<RenderData>();
76 let _gui_data = data.unwrap_entity().get_component::<HeavyGuiData>();
77 render_data.facade.borrow_mut().draw_something("gui gui gui");
78 }
79}
80
81fn main() {
82 let mut world = World::new();
83 world.set_system(RenderSystem::new());
84 world.set_system(GuiSystem);
85 world.set_system(Glutin2HeavySystem);
86
87 {
88 let mut entity_manager = world.entity_manager();
89
90 {
91 let mesh = entity_manager.create_entity();
92
93 mesh.add_component(Renderable);
94 mesh.refresh();
95 }
96 {
97 let window = entity_manager.create_entity();
98
99 window.add_component(GuiWindow);
100 window.refresh();
101 }
102 }
103 world.update();
104 world.update();
105 world.update();
106}More examples
examples/process_macro.rs (line 48)
43fn main() {
44 let mut world = World::new();
45
46 {
47 let mut entity_manager = world.entity_manager();
48 let entity = entity_manager.create_entity();
49
50 entity.add_component(Position {x : 0});
51 entity.add_component(Velocity {x : 1});
52 entity.refresh();
53 }
54 world.set_system(MoveSystem);
55 world.update();
56
57 world.update();
58 world.update();
59}examples/multiple_fields.rs (line 45)
40fn main() {
41 let mut world = World::new();
42
43 {
44 let mut manager = world.entity_manager();
45 let entity = manager.create_entity();
46 entity.add_component(Health {hp : 100});
47 entity.add_component(Position {x : 5});
48 entity.add_component(Alive);
49 entity.refresh();
50 }
51 world.set_system(BleedZoneSystem);
52
53 for _ in 0..100 {
54 world.update();
55 }
56}examples/spawn_system.rs (line 26)
22 fn process_w(&mut self, entity : &mut Entity, world : &mut WorldHandle) {
23 let mut spawn_point = entity.get_component::<SpawnPoint>();
24
25 if spawn_point.count > 0 {
26 let spawned = world.entity_manager.create_entity();
27 spawned.add_component(SomeComponent { _some_data : spawn_point.data.to_string() });
28 spawned.refresh();
29
30 spawn_point.count -= 1;
31 }
32 }
33}
34
35fn main() {
36 let mut world = World::new();
37
38 {
39 let mut w = world.entity_manager();
40 let entity = w.create_entity();
41
42 entity.add_component(SpawnPoint {data : "player", count : 5});
43 entity.refresh();
44 }
45
46 world.set_system(SpawnSystem);
47
48 world.update();
49 world.update();
50}examples/systems.rs (line 60)
55fn main() {
56 let mut world = World::new();
57
58 {
59 let mut entity_manager = world.entity_manager();
60 let entity = entity_manager.create_entity();
61 entity.add_component(Position {pos : [0.0, 0.0, 0.0]});
62 entity.refresh();
63 }
64
65 // if you have position, you will be drawn
66 world.set_system(DrawerSystem);
67 // except you are dead
68 world.set_system(MoverSystem);
69 // but only if you are dead your corpse will be draw, too
70 world.set_system(DeadDrawerSystem);
71
72 world.update();
73 world.update();
74}examples/process_types.rs (line 79)
74fn main() {
75 let mut world = World::new();
76
77 {
78 let mut entity_manager = world.entity_manager();
79 let entity = entity_manager.create_entity();
80
81 entity.add_component(Position {pos : [0.0, 0.0, 0.0]});
82 entity.add_component(Mesh {mesh : "player".to_string()});
83 entity.refresh();
84 }
85
86 {
87 let mut entity_manager = world.entity_manager();
88 let entity = entity_manager.create_entity();
89 entity.add_component(Camera {pos : [0.0, 0.0, 0.0]});
90 entity.refresh();
91 }
92 // will process all entities with Position and Mesh,
93 // and in this process all entities with Camera will be accessable
94 world.set_system(RenderSystem);
95
96
97 // same system, but we will use another implementetion inside it, for processing all entities at once
98 world.set_system(DeferRenderSystem);
99
100 world.update();
101 world.update();
102}pub fn try_get_entity(&mut self, id: i32) -> Option<&mut Entity>
pub fn get_entities_by_ids<'b>( &mut self, ids: &HashSet<i32>, ) -> Vec<&'b mut Entity>
Auto Trait Implementations§
impl<'a> Freeze for EntityManager<'a>
impl<'a> !RefUnwindSafe for EntityManager<'a>
impl<'a> !Send for EntityManager<'a>
impl<'a> !Sync for EntityManager<'a>
impl<'a> Unpin for EntityManager<'a>
impl<'a> !UnwindSafe for EntityManager<'a>
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