Struct bevy_internal::ecs::storage::Resources
source · pub struct Resources<const SEND: bool> { /* private fields */ }
Implementations§
source§impl<const SEND: bool> Resources<SEND>
impl<const SEND: bool> Resources<SEND>
sourcepub fn iter(&self) -> impl Iterator<Item = (ComponentId, &ResourceData<SEND>)>
pub fn iter(&self) -> impl Iterator<Item = (ComponentId, &ResourceData<SEND>)>
Iterate over all resources that have been initialized, i.e. given a ComponentId
sourcepub fn is_empty(&self) -> bool
pub fn is_empty(&self) -> bool
Returns true if there are no resources stored in the World
,
false otherwise.
sourcepub fn get(&self, component_id: ComponentId) -> Option<&ResourceData<SEND>>
pub fn get(&self, component_id: ComponentId) -> Option<&ResourceData<SEND>>
Gets read-only access to a resource, if it exists.
Trait Implementations§
Auto Trait Implementations§
impl<const SEND: bool> !RefUnwindSafe for Resources<SEND>
impl<const SEND: bool> !Send for Resources<SEND>
impl<const SEND: bool> !Sync for Resources<SEND>
impl<const SEND: bool> Unpin for Resources<SEND>
impl<const SEND: bool> UnwindSafe for Resources<SEND>
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.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
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
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’s.source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World
.