pub struct GamePingEvent {
pub entity: Entity,
pub packet: ClientboundPing,
}Expand description
A Bevy trigger that’s sent when our client receives a ClientboundPing
packet in the game state.
Also see ConfigPingEvent which is used for the config state.
Fields§
§entity: Entity§packet: ClientboundPingTrait Implementations§
Source§impl Clone for GamePingEvent
impl Clone for GamePingEvent
Source§fn clone(&self) -> GamePingEvent
fn clone(&self) -> GamePingEvent
Returns a duplicate of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl Debug for GamePingEvent
impl Debug for GamePingEvent
Source§impl EntityEvent for GamePingEvent
impl EntityEvent for GamePingEvent
Source§fn event_target(&self) -> Entity
fn event_target(&self) -> Entity
The [
Entity] “target” of this [EntityEvent]. When triggered, this will run observers that watch for this specific entity.Source§fn event_target_mut(&mut self) -> &mut Entity
fn event_target_mut(&mut self) -> &mut Entity
Returns a mutable reference to the [
Entity] “target” of this [EntityEvent]. When triggered, this will run observers that watch for this specific entity. Read moreAuto Trait Implementations§
impl Freeze for GamePingEvent
impl RefUnwindSafe for GamePingEvent
impl Send for GamePingEvent
impl Sync for GamePingEvent
impl Unpin for GamePingEvent
impl UnwindSafe for GamePingEvent
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Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
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fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
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