pub struct JoinedClientBundle {Show 13 fields
pub physics_state: PhysicsState,
pub inventory: Inventory,
pub tab_list: TabList,
pub current_sequence_number: CurrentSequenceNumber,
pub last_sent_direction: LastSentLookDirection,
pub abilities: PlayerAbilities,
pub permission_level: PermissionLevel,
pub chunk_batch_info: ChunkBatchInfo,
pub hunger: Hunger,
pub entity_id_index: EntityIdIndex,
pub mining: MineBundle,
pub attack: AttackBundle,
pub in_game_state: InGameState,
}
Expand description
A bundle for the components that are present on a local player that is
currently in the game
protocol state. If you want to filter for this, use
InGameState
.
Fields§
§physics_state: PhysicsState
§inventory: Inventory
§tab_list: TabList
§current_sequence_number: CurrentSequenceNumber
§last_sent_direction: LastSentLookDirection
§abilities: PlayerAbilities
§permission_level: PermissionLevel
§chunk_batch_info: ChunkBatchInfo
§hunger: Hunger
§entity_id_index: EntityIdIndex
§mining: MineBundle
§attack: AttackBundle
§in_game_state: InGameState
Trait Implementations§
Source§impl Bundle for JoinedClientBundle
impl Bundle for JoinedClientBundle
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>), )
Gets this [
Bundle
]’s component ids. This will be None
if the component has not been registered.Source§fn register_required_components(
components: &mut Components,
storages: &mut Storages,
required_components: &mut RequiredComponents,
)
fn register_required_components( components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, )
Registers components that are required by the components in this [
Bundle
].Source§impl Default for JoinedClientBundle
impl Default for JoinedClientBundle
Source§fn default() -> JoinedClientBundle
fn default() -> JoinedClientBundle
Returns the “default value” for a type. Read more
impl DynamicBundle for JoinedClientBundle
Auto Trait Implementations§
impl Freeze for JoinedClientBundle
impl !RefUnwindSafe for JoinedClientBundle
impl Send for JoinedClientBundle
impl Sync for JoinedClientBundle
impl Unpin for JoinedClientBundle
impl !UnwindSafe for JoinedClientBundle
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
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.§impl<T> DowncastSync for T
impl<T> DowncastSync for T
§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates Self
using default()
.