pub struct ExecuteCtx<'w1, 'w2, 'w3, 'w4, 'w5, 'w6, 'a> {Show 14 fields
pub entity: Entity,
pub target: BlockPos,
pub start: BlockPos,
pub position: Vec3,
pub physics: &'a Physics,
pub is_currently_mining: bool,
pub instance: Arc<RwLock<Instance>>,
pub menu: Menu,
pub look_at_events: &'a mut EventWriter<'w1, LookAtEvent>,
pub sprint_events: &'a mut EventWriter<'w2, StartSprintEvent>,
pub walk_events: &'a mut EventWriter<'w3, StartWalkEvent>,
pub jump_events: &'a mut EventWriter<'w4, JumpEvent>,
pub start_mining_events: &'a mut EventWriter<'w5, StartMiningBlockEvent>,
pub set_selected_hotbar_slot_events: &'a mut EventWriter<'w6, SetSelectedHotbarSlotEvent>,
}
Fields§
§entity: Entity
§target: BlockPos
The node that we’re trying to reach.
start: BlockPos
The last node that we reached.
position: Vec3
§physics: &'a Physics
§is_currently_mining: bool
§instance: Arc<RwLock<Instance>>
§look_at_events: &'a mut EventWriter<'w1, LookAtEvent>
§sprint_events: &'a mut EventWriter<'w2, StartSprintEvent>
§walk_events: &'a mut EventWriter<'w3, StartWalkEvent>
§jump_events: &'a mut EventWriter<'w4, JumpEvent>
§start_mining_events: &'a mut EventWriter<'w5, StartMiningBlockEvent>
§set_selected_hotbar_slot_events: &'a mut EventWriter<'w6, SetSelectedHotbarSlotEvent>
Implementations§
Source§impl ExecuteCtx<'_, '_, '_, '_, '_, '_, '_>
impl ExecuteCtx<'_, '_, '_, '_, '_, '_, '_>
pub fn look_at(&mut self, position: Vec3)
pub fn look_at_exact(&mut self, position: Vec3)
pub fn sprint(&mut self, direction: SprintDirection)
pub fn walk(&mut self, direction: WalkDirection)
pub fn jump(&mut self)
Sourcepub fn should_mine(&mut self, block: BlockPos) -> bool
pub fn should_mine(&mut self, block: BlockPos) -> bool
Returns whether this block could be mined.
Sourcepub fn mine(&mut self, block: BlockPos) -> bool
pub fn mine(&mut self, block: BlockPos) -> bool
Mine the block at the given position. Returns whether the block is being mined.
Sourcepub fn mine_while_at_start(&mut self, block: BlockPos) -> bool
pub fn mine_while_at_start(&mut self, block: BlockPos) -> bool
Mine the given block, but make sure the player is standing at the start of the current node first.
Auto Trait Implementations§
impl<'w1, 'w2, 'w3, 'w4, 'w5, 'w6, 'a> Freeze for ExecuteCtx<'w1, 'w2, 'w3, 'w4, 'w5, 'w6, 'a>
impl<'w1, 'w2, 'w3, 'w4, 'w5, 'w6, 'a> !RefUnwindSafe for ExecuteCtx<'w1, 'w2, 'w3, 'w4, 'w5, 'w6, 'a>
impl<'w1, 'w2, 'w3, 'w4, 'w5, 'w6, 'a> Send for ExecuteCtx<'w1, 'w2, 'w3, 'w4, 'w5, 'w6, 'a>
impl<'w1, 'w2, 'w3, 'w4, 'w5, 'w6, 'a> Sync for ExecuteCtx<'w1, 'w2, 'w3, 'w4, 'w5, 'w6, 'a>
impl<'w1, 'w2, 'w3, 'w4, 'w5, 'w6, 'a> Unpin for ExecuteCtx<'w1, 'w2, 'w3, 'w4, 'w5, 'w6, 'a>
impl<'w1, 'w2, 'w3, 'w4, 'w5, 'w6, 'a> !UnwindSafe for ExecuteCtx<'w1, 'w2, 'w3, 'w4, 'w5, 'w6, 'a>
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