pub struct LocalPlayerBundle {
pub raw_connection: RawConnection,
pub game_profile: GameProfileComponent,
pub client_information: ClientInformation,
pub instance_holder: InstanceHolder,
pub metadata: PlayerMetadataBundle,
}
Expand description
The bundle of components that’s shared when we’re either in the
configuration
or game
state.
For the components that are only present in the game
state, see
JoinedClientBundle
.
Fields§
§raw_connection: RawConnection
§game_profile: GameProfileComponent
§client_information: ClientInformation
§instance_holder: InstanceHolder
§metadata: PlayerMetadataBundle
Trait Implementations§
Source§impl Bundle for LocalPlayerBundle
impl Bundle for LocalPlayerBundle
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
].impl DynamicBundle for LocalPlayerBundle
Auto Trait Implementations§
impl Freeze for LocalPlayerBundle
impl !RefUnwindSafe for LocalPlayerBundle
impl Send for LocalPlayerBundle
impl Sync for LocalPlayerBundle
impl Unpin for LocalPlayerBundle
impl !UnwindSafe for LocalPlayerBundle
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
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§impl<T> Downcast for Twhere
T: Any,
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