pub struct EntityId(/* private fields */);
Expand description
A Minecraft entity’s ID according to the protocol.
IDs should be unique for the duration of the server and constant for
the lifetime of the entity. IDs of -1 (the default) will be assigned to
something else on the tick the entity is added. If you need to know the ID
ahead of time, set this component to the value returned by
EntityManager::next_id
before spawning.
Implementations§
Methods from Deref<Target = i32>§
pub const MIN: i32 = -2_147_483_648i32
pub const MAX: i32 = 2_147_483_647i32
pub const BITS: u32 = 32u32
Trait Implementations§
§impl Component for EntityId
impl Component for EntityId
§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
A constant indicating the storage type used for this component.
§fn register_component_hooks(_hooks: &mut ComponentHooks)
fn register_component_hooks(_hooks: &mut ComponentHooks)
Called when registering this component, allowing mutable access to its
ComponentHooks
.§impl Ord for EntityId
impl Ord for EntityId
§impl PartialOrd for EntityId
impl PartialOrd for EntityId
impl Copy for EntityId
impl Eq for EntityId
impl StructuralPartialEq for EntityId
Auto Trait Implementations§
impl Freeze for EntityId
impl RefUnwindSafe for EntityId
impl Send for EntityId
impl Sync for EntityId
impl Unpin for EntityId
impl UnwindSafe for EntityId
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§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
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fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId), )
unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
§fn get_component_ids(
components: &Components,
ids: &mut impl FnMut(Option<ComponentId>),
)
fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )
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