Struct valence_entity::llama::LlamaEntityBundle
source · pub struct LlamaEntityBundle {Show 50 fields
pub llama_entity: LlamaEntity,
pub llama_strength: Strength,
pub llama_carpet_color: CarpetColor,
pub llama_variant: Variant,
pub abstract_donkey_entity: AbstractDonkeyEntity,
pub abstract_donkey_chest: Chest,
pub abstract_horse_entity: AbstractHorseEntity,
pub abstract_horse_horse_flags: HorseFlags,
pub animal_entity: AnimalEntity,
pub passive_entity: PassiveEntity,
pub passive_child: Child,
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 llama
entities.
Fields§
§llama_entity: LlamaEntity
§llama_strength: Strength
§llama_carpet_color: CarpetColor
§llama_variant: Variant
§abstract_donkey_entity: AbstractDonkeyEntity
§abstract_donkey_chest: Chest
§abstract_horse_entity: AbstractHorseEntity
§abstract_horse_horse_flags: HorseFlags
§animal_entity: AnimalEntity
§passive_entity: PassiveEntity
§passive_child: Child
§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 LlamaEntityBundle
impl Bundle for LlamaEntityBundle
source§impl Debug for LlamaEntityBundle
impl Debug for LlamaEntityBundle
source§impl Default for LlamaEntityBundle
impl Default for LlamaEntityBundle
impl DynamicBundle for LlamaEntityBundle
Auto Trait Implementations§
impl Freeze for LlamaEntityBundle
impl RefUnwindSafe for LlamaEntityBundle
impl Send for LlamaEntityBundle
impl Sync for LlamaEntityBundle
impl Unpin for LlamaEntityBundle
impl UnwindSafe for LlamaEntityBundle
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
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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>
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(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
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&mut Trait
(where Trait: Downcast
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’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
].