pub struct BlockDisplayEntityBundle {Show 41 fields
pub block_display_entity: BlockDisplayEntity,
pub block_display_block_state: BlockState,
pub display_entity: DisplayEntity,
pub display_start_interpolation: StartInterpolation,
pub display_interpolation_duration: InterpolationDuration,
pub display_translation: Translation,
pub display_scale: Scale,
pub display_left_rotation: LeftRotation,
pub display_right_rotation: RightRotation,
pub display_billboard: Billboard,
pub display_brightness: Brightness,
pub display_view_range: ViewRange,
pub display_shadow_radius: ShadowRadius,
pub display_shadow_strength: ShadowStrength,
pub display_width: Width,
pub display_height: Height,
pub display_glow_color_override: GlowColorOverride,
pub entity: Entity,
pub entity_flags: Flags,
pub entity_air: Air,
pub entity_custom_name: CustomName,
pub entity_name_visible: NameVisible,
pub entity_silent: Silent,
pub entity_no_gravity: NoGravity,
pub entity_pose: Pose,
pub entity_frozen_ticks: FrozenTicks,
pub kind: EntityKind,
pub id: EntityId,
pub uuid: UniqueId,
pub layer: EntityLayerId,
pub old_layer: OldEntityLayerId,
pub position: Position,
pub old_position: OldPosition,
pub look: Look,
pub head_yaw: HeadYaw,
pub on_ground: OnGround,
pub velocity: Velocity,
pub statuses: EntityStatuses,
pub animations: EntityAnimations,
pub object_data: ObjectData,
pub tracked_data: TrackedData,
}
Expand description
The bundle of components for spawning block_display
entities.
Fields§
§block_display_entity: BlockDisplayEntity
§block_display_block_state: BlockState
§display_entity: DisplayEntity
§display_start_interpolation: StartInterpolation
§display_interpolation_duration: InterpolationDuration
§display_translation: Translation
§display_scale: Scale
§display_left_rotation: LeftRotation
§display_right_rotation: RightRotation
§display_billboard: Billboard
§display_brightness: Brightness
§display_view_range: ViewRange
§display_shadow_radius: ShadowRadius
§display_shadow_strength: ShadowStrength
§display_width: Width
§display_height: Height
§display_glow_color_override: GlowColorOverride
§entity: Entity
§entity_flags: Flags
§entity_air: Air
§entity_custom_name: CustomName
§entity_name_visible: NameVisible
§entity_silent: Silent
§entity_no_gravity: NoGravity
§entity_pose: Pose
§entity_frozen_ticks: FrozenTicks
§kind: EntityKind
§id: EntityId
§uuid: UniqueId
§layer: EntityLayerId
§old_layer: OldEntityLayerId
§position: Position
§old_position: OldPosition
§look: Look
§head_yaw: HeadYaw
§on_ground: OnGround
§velocity: Velocity
§statuses: EntityStatuses
§animations: EntityAnimations
§object_data: ObjectData
§tracked_data: TrackedData
Trait Implementations§
source§impl Bundle for BlockDisplayEntityBundle
impl Bundle for BlockDisplayEntityBundle
source§impl Debug for BlockDisplayEntityBundle
impl Debug for BlockDisplayEntityBundle
source§impl Default for BlockDisplayEntityBundle
impl Default for BlockDisplayEntityBundle
impl DynamicBundle for BlockDisplayEntityBundle
Auto Trait Implementations§
impl Freeze for BlockDisplayEntityBundle
impl RefUnwindSafe for BlockDisplayEntityBundle
impl Send for BlockDisplayEntityBundle
impl Sync for BlockDisplayEntityBundle
impl Unpin for BlockDisplayEntityBundle
impl UnwindSafe for BlockDisplayEntityBundle
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
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§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
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
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.§impl<T> DowncastSync for T
impl<T> DowncastSync for T
§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given [World
].