Struct bevy_ecs::system::EntityCommands
source · pub struct EntityCommands<'a> { /* private fields */ }
Expand description
A list of commands that will be run to modify an entity.
Implementations§
source§impl EntityCommands<'_>
impl EntityCommands<'_>
sourcepub fn reborrow(&mut self) -> EntityCommands<'_>
pub fn reborrow(&mut self) -> EntityCommands<'_>
Returns an EntityCommands
with a smaller lifetime.
This is useful if you have &mut EntityCommands
but you need EntityCommands
.
sourcepub fn insert(&mut self, bundle: impl Bundle) -> &mut Self
pub fn insert(&mut self, bundle: impl Bundle) -> &mut Self
Adds a Bundle
of components to the entity.
This will overwrite any previous value(s) of the same component type.
Panics
The command will panic when applied if the associated entity does not exist.
To avoid a panic in this case, use the command Self::try_insert
instead.
Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);
#[derive(Bundle)]
struct CombatBundle {
health: Health,
strength: Strength,
}
fn add_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
commands
.entity(player.entity)
// You can insert individual components:
.insert(Defense(10))
// You can also insert pre-defined bundles of components:
.insert(CombatBundle {
health: Health(100),
strength: Strength(40),
})
// You can also insert tuples of components and bundles.
// This is equivalent to the calls above:
.insert((
Defense(10),
CombatBundle {
health: Health(100),
strength: Strength(40),
},
));
}
sourcepub fn try_insert(&mut self, bundle: impl Bundle) -> &mut Self
pub fn try_insert(&mut self, bundle: impl Bundle) -> &mut Self
Tries to add a Bundle
of components to the entity.
This will overwrite any previous value(s) of the same component type.
Note
Unlike Self::insert
, this will not panic if the associated entity does not exist.
Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);
#[derive(Bundle)]
struct CombatBundle {
health: Health,
strength: Strength,
}
fn add_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
commands.entity(player.entity)
// You can try_insert individual components:
.try_insert(Defense(10))
// You can also insert tuples of components:
.try_insert(CombatBundle {
health: Health(100),
strength: Strength(40),
});
// Suppose this occurs in a parallel adjacent system or process
commands.entity(player.entity)
.despawn();
commands.entity(player.entity)
// This will not panic nor will it add the component
.try_insert(Defense(5));
}
sourcepub fn remove<T>(&mut self) -> &mut Selfwhere
T: Bundle,
pub fn remove<T>(&mut self) -> &mut Selfwhere
T: Bundle,
Removes a Bundle
of components from the entity.
Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);
#[derive(Bundle)]
struct CombatBundle {
health: Health,
strength: Strength,
}
fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
commands
.entity(player.entity)
// You can remove individual components:
.remove::<Defense>()
// You can also remove pre-defined Bundles of components:
.remove::<CombatBundle>()
// You can also remove tuples of components and bundles.
// This is equivalent to the calls above:
.remove::<(Defense, CombatBundle)>();
}
sourcepub fn despawn(&mut self)
pub fn despawn(&mut self)
Despawns the entity.
See World::despawn
for more details.
Note
This won’t clean up external references to the entity (such as parent-child relationships
if you’re using bevy_hierarchy
), which may leave the world in an invalid state.
Panics
The command will panic when applied if the associated entity does not exist.
Example
fn remove_character_system(
mut commands: Commands,
character_to_remove: Res<CharacterToRemove>
)
{
commands.entity(character_to_remove.entity).despawn();
}
sourcepub fn add<M: 'static>(&mut self, command: impl EntityCommand<M>) -> &mut Self
pub fn add<M: 'static>(&mut self, command: impl EntityCommand<M>) -> &mut Self
Pushes an EntityCommand
to the queue, which will get executed for the current Entity
.
Examples
commands
.spawn_empty()
// Closures with this signature implement `EntityCommand`.
.add(|entity: EntityWorldMut| {
println!("Executed an EntityCommand for {:?}", entity.id());
});
sourcepub fn retain<T>(&mut self) -> &mut Selfwhere
T: Bundle,
pub fn retain<T>(&mut self) -> &mut Selfwhere
T: Bundle,
Removes all components except the given Bundle
from the entity.
This can also be used to remove all the components from the entity by passing it an empty Bundle.
Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);
#[derive(Bundle)]
struct CombatBundle {
health: Health,
strength: Strength,
}
fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
commands
.entity(player.entity)
// You can retain a pre-defined Bundle of components,
// with this removing only the Defense component
.retain::<CombatBundle>()
// You can also retain only a single component
.retain::<Health>()
// And you can remove all the components by passing in an empty Bundle
.retain::<()>();
}
sourcepub fn log_components(&mut self)
pub fn log_components(&mut self)
Logs the components of the entity at the info level.
Panics
The command will panic when applied if the associated entity does not exist.
Trait Implementations§
source§impl ReflectCommandExt for EntityCommands<'_>
impl ReflectCommandExt for EntityCommands<'_>
source§fn insert_reflect(&mut self, component: Box<dyn Reflect>) -> &mut Self
fn insert_reflect(&mut self, component: Box<dyn Reflect>) -> &mut Self
AppTypeRegistry
. Read moresource§fn insert_reflect_with_registry<T: Resource + AsRef<TypeRegistry>>(
&mut self,
component: Box<dyn Reflect>
) -> &mut Self
fn insert_reflect_with_registry<T: Resource + AsRef<TypeRegistry>>( &mut self, component: Box<dyn Reflect> ) -> &mut Self
insert_reflect
, but using the T
resource as type registry instead of
AppTypeRegistry
. Read moresource§fn remove_reflect(
&mut self,
component_type_path: impl Into<Cow<'static, str>>
) -> &mut Self
fn remove_reflect( &mut self, component_type_path: impl Into<Cow<'static, str>> ) -> &mut Self
AppTypeRegistry
. Read moresource§fn remove_reflect_with_registry<T: Resource + AsRef<TypeRegistry>>(
&mut self,
component_type_name: impl Into<Cow<'static, str>>
) -> &mut Self
fn remove_reflect_with_registry<T: Resource + AsRef<TypeRegistry>>( &mut self, component_type_name: impl Into<Cow<'static, str>> ) -> &mut Self
Auto Trait Implementations§
impl<'a> RefUnwindSafe for EntityCommands<'a>
impl<'a> Send for EntityCommands<'a>
impl<'a> Sync for EntityCommands<'a>
impl<'a> Unpin for EntityCommands<'a>
impl<'a> !UnwindSafe for EntityCommands<'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
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.