Struct valence_entity::husk::HuskEntityBundle
source · pub struct HuskEntityBundle {Show 45 fields
pub husk_entity: HuskEntity,
pub zombie_entity: ZombieEntity,
pub zombie_baby: Baby,
pub zombie_zombie_type: ZombieType,
pub zombie_converting_in_water: ConvertingInWater,
pub hostile_entity: HostileEntity,
pub path_aware_entity: PathAwareEntity,
pub mob_entity: MobEntity,
pub mob_mob_flags: MobFlags,
pub living_entity: LivingEntity,
pub living_absorption: Absorption,
pub living_attributes: EntityAttributes,
pub living_attributes_tracker: TrackedEntityAttributes,
pub living_active_status_effects: ActiveStatusEffects,
pub living_living_flags: LivingFlags,
pub living_health: Health,
pub living_potion_swirls_color: PotionSwirlsColor,
pub living_potion_swirls_ambient: PotionSwirlsAmbient,
pub living_stuck_arrow_count: StuckArrowCount,
pub living_stinger_count: StingerCount,
pub living_sleeping_position: SleepingPosition,
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 husk
entities.
Fields§
§husk_entity: HuskEntity
§zombie_entity: ZombieEntity
§zombie_baby: Baby
§zombie_zombie_type: ZombieType
§zombie_converting_in_water: ConvertingInWater
§hostile_entity: HostileEntity
§path_aware_entity: PathAwareEntity
§mob_entity: MobEntity
§mob_mob_flags: MobFlags
§living_entity: LivingEntity
§living_absorption: Absorption
§living_attributes: EntityAttributes
§living_attributes_tracker: TrackedEntityAttributes
§living_active_status_effects: ActiveStatusEffects
§living_living_flags: LivingFlags
§living_health: Health
§living_potion_swirls_color: PotionSwirlsColor
§living_potion_swirls_ambient: PotionSwirlsAmbient
§living_stuck_arrow_count: StuckArrowCount
§living_stinger_count: StingerCount
§living_sleeping_position: SleepingPosition
§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 HuskEntityBundle
impl Bundle for HuskEntityBundle
source§impl Debug for HuskEntityBundle
impl Debug for HuskEntityBundle
source§impl Default for HuskEntityBundle
impl Default for HuskEntityBundle
impl DynamicBundle for HuskEntityBundle
Auto Trait Implementations§
impl Freeze for HuskEntityBundle
impl RefUnwindSafe for HuskEntityBundle
impl Send for HuskEntityBundle
impl Sync for HuskEntityBundle
impl Unpin for HuskEntityBundle
impl UnwindSafe for HuskEntityBundle
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>
Convert
Rc<Trait>
(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
].