Struct valence::prelude::Equipment

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pub struct Equipment { /* private fields */ }
Expand description

Contains the visible equipment of a LivingEntity, such as armor and held items. By default this is not synced with a player’s valence_inventory::Inventory, so the armor the player has equipped in their inventory, will not be visible by other players. You would have to change the equipment in this component here or attach the EquipmentInventorySync component to the player entity to sync the equipment with the inventory.

Implementations§

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impl Equipment

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pub const SLOT_COUNT: usize = 6usize

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pub const MAIN_HAND_IDX: u8 = 0u8

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pub const OFF_HAND_IDX: u8 = 1u8

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pub const FEET_IDX: u8 = 2u8

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pub const LEGS_IDX: u8 = 3u8

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pub const CHEST_IDX: u8 = 4u8

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pub const HEAD_IDX: u8 = 5u8

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pub fn new( main_hand: ItemStack, off_hand: ItemStack, boots: ItemStack, leggings: ItemStack, chestplate: ItemStack, helmet: ItemStack, ) -> Equipment

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pub fn slot(&self, idx: u8) -> &ItemStack

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pub fn set_slot(&mut self, idx: u8, item: ItemStack)

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pub fn main_hand(&self) -> &ItemStack

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pub fn off_hand(&self) -> &ItemStack

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pub fn feet(&self) -> &ItemStack

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pub fn legs(&self) -> &ItemStack

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pub fn chest(&self) -> &ItemStack

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pub fn head(&self) -> &ItemStack

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pub fn set_main_hand(&mut self, item: ItemStack)

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pub fn set_off_hand(&mut self, item: ItemStack)

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pub fn set_feet(&mut self, item: ItemStack)

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pub fn set_legs(&mut self, item: ItemStack)

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pub fn set_chest(&mut self, item: ItemStack)

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pub fn set_head(&mut self, item: ItemStack)

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pub fn clear(&mut self)

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pub fn is_default(&self) -> bool

Trait Implementations§

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impl Clone for Equipment

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fn clone(&self) -> Equipment

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for Equipment
where Equipment: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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fn register_component_hooks(_hooks: &mut ComponentHooks)

Called when registering this component, allowing mutable access to its ComponentHooks.
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impl Debug for Equipment

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for Equipment

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fn default() -> Equipment

Returns the “default value” for a type. Read more

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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Gets the TypeId of self. Read more
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fn borrow_mut(&mut self) -> &mut T

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impl<C> Bundle for C
where C: Component,

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fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId), )

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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.
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unsafe fn clone_to_uninit(&self, dst: *mut T)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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