pub struct EntityCommands<'a> { /* private fields */ }
Expand description
A list of commands that will be run to modify an entity.
Implementations§
Source§impl<'a> EntityCommands<'a>
impl<'a> EntityCommands<'a>
Sourcepub fn reborrow(&mut self) -> EntityCommands<'_>
pub fn reborrow(&mut self) -> EntityCommands<'_>
Returns an EntityCommands
with a smaller lifetime.
This is useful if you have &mut EntityCommands
but you need EntityCommands
.
Sourcepub fn entry<T: Component>(&mut self) -> EntityEntryCommands<'_, T>
pub fn entry<T: Component>(&mut self) -> EntityEntryCommands<'_, T>
Get an EntityEntryCommands
for the Component
T
,
allowing you to modify it or insert it if it isn’t already present.
See also insert_if_new
, which lets you insert a Bundle
without overwriting it.
§Example
#[derive(Component)]
struct Level(u32);
fn level_up_system(mut commands: Commands, player: Res<PlayerEntity>) {
commands
.entity(player.entity)
.entry::<Level>()
// Modify the component if it exists
.and_modify(|mut lvl| lvl.0 += 1)
// Otherwise insert a default value
.or_insert(Level(0));
}
Sourcepub fn insert(&mut self, bundle: impl Bundle) -> &mut Self
pub fn insert(&mut self, bundle: impl Bundle) -> &mut Self
Adds a Bundle
of components to the entity.
This will overwrite any previous value(s) of the same component type.
See EntityCommands::insert_if_new
to keep the old value instead.
§Panics
The command will panic when applied if the associated entity does not exist.
To avoid a panic in this case, use the command Self::try_insert
instead.
§Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);
#[derive(Bundle)]
struct CombatBundle {
health: Health,
strength: Strength,
}
fn add_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
commands
.entity(player.entity)
// You can insert individual components:
.insert(Defense(10))
// You can also insert pre-defined bundles of components:
.insert(CombatBundle {
health: Health(100),
strength: Strength(40),
})
// You can also insert tuples of components and bundles.
// This is equivalent to the calls above:
.insert((
Defense(10),
CombatBundle {
health: Health(100),
strength: Strength(40),
},
));
}
Sourcepub fn insert_if<F>(&mut self, bundle: impl Bundle, condition: F) -> &mut Self
pub fn insert_if<F>(&mut self, bundle: impl Bundle, condition: F) -> &mut Self
Similar to Self::insert
but will only insert if the predicate returns true.
This is useful for chaining method calls.
§Panics
The command will panic when applied if the associated entity does not exist.
To avoid a panic in this case, use the command Self::try_insert_if
instead.
§Example
#[derive(Component)]
struct StillLoadingStats;
#[derive(Component)]
struct Health(u32);
fn add_health_system(mut commands: Commands, player: Res<PlayerEntity>) {
commands
.entity(player.entity)
.insert_if(Health(10), || !player.is_spectator())
.remove::<StillLoadingStats>();
}
Sourcepub fn insert_if_new(&mut self, bundle: impl Bundle) -> &mut Self
pub fn insert_if_new(&mut self, bundle: impl Bundle) -> &mut Self
Adds a Bundle
of components to the entity without overwriting.
This is the same as EntityCommands::insert
, but in case of duplicate
components will leave the old values instead of replacing them with new
ones.
See also entry
, which lets you modify a Component
if it’s present,
as well as initialize it with a default value.
§Panics
The command will panic when applied if the associated entity does not exist.
To avoid a panic in this case, use the command Self::try_insert_if_new
instead.
Sourcepub fn insert_if_new_and<F>(
&mut self,
bundle: impl Bundle,
condition: F,
) -> &mut Self
pub fn insert_if_new_and<F>( &mut self, bundle: impl Bundle, condition: F, ) -> &mut Self
Adds a Bundle
of components to the entity without overwriting if the
predicate returns true.
This is the same as EntityCommands::insert_if
, but in case of duplicate
components will leave the old values instead of replacing them with new
ones.
§Panics
The command will panic when applied if the associated entity does not exist.
To avoid a panic in this case, use the command Self::try_insert_if_new
instead.
Sourcepub unsafe fn insert_by_id<T: Send + 'static>(
&mut self,
component_id: ComponentId,
value: T,
) -> &mut Self
pub unsafe fn insert_by_id<T: Send + 'static>( &mut self, component_id: ComponentId, value: T, ) -> &mut Self
Adds a dynamic component to an entity.
See EntityWorldMut::insert_by_id
for more information.
§Panics
The command will panic when applied if the associated entity does not exist.
To avoid a panic in this case, use the command Self::try_insert_by_id
instead.
§Safety
ComponentId
must be from the same world asself
.T
must have the same layout as the one passed duringcomponent_id
creation.
Sourcepub unsafe fn try_insert_by_id<T: Send + 'static>(
&mut self,
component_id: ComponentId,
value: T,
) -> &mut Self
pub unsafe fn try_insert_by_id<T: Send + 'static>( &mut self, component_id: ComponentId, value: T, ) -> &mut Self
Attempts to add a dynamic component to an entity.
See EntityWorldMut::insert_by_id
for more information.
§Safety
ComponentId
must be from the same world asself
.T
must have the same layout as the one passed duringcomponent_id
creation.
Sourcepub fn try_insert(&mut self, bundle: impl Bundle) -> &mut Self
pub fn try_insert(&mut self, bundle: impl Bundle) -> &mut Self
Tries to add a Bundle
of components to the entity.
This will overwrite any previous value(s) of the same component type.
§Note
Unlike Self::insert
, this will not panic if the associated entity does not exist.
§Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);
#[derive(Bundle)]
struct CombatBundle {
health: Health,
strength: Strength,
}
fn add_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
commands.entity(player.entity)
// You can try_insert individual components:
.try_insert(Defense(10))
// You can also insert tuples of components:
.try_insert(CombatBundle {
health: Health(100),
strength: Strength(40),
});
// Suppose this occurs in a parallel adjacent system or process
commands.entity(player.entity)
.despawn();
commands.entity(player.entity)
// This will not panic nor will it add the component
.try_insert(Defense(5));
}
Sourcepub fn try_insert_if<F>(
&mut self,
bundle: impl Bundle,
condition: F,
) -> &mut Self
pub fn try_insert_if<F>( &mut self, bundle: impl Bundle, condition: F, ) -> &mut Self
Similar to Self::try_insert
but will only try to insert if the predicate returns true.
This is useful for chaining method calls.
§Example
#[derive(Component)]
struct StillLoadingStats;
#[derive(Component)]
struct Health(u32);
fn add_health_system(mut commands: Commands, player: Res<PlayerEntity>) {
commands.entity(player.entity)
.try_insert_if(Health(10), || !player.is_spectator())
.remove::<StillLoadingStats>();
commands.entity(player.entity)
// This will not panic nor will it add the component
.try_insert_if(Health(5), || !player.is_spectator());
}
Sourcepub fn try_insert_if_new_and<F>(
&mut self,
bundle: impl Bundle,
condition: F,
) -> &mut Self
pub fn try_insert_if_new_and<F>( &mut self, bundle: impl Bundle, condition: F, ) -> &mut Self
Tries to add a Bundle
of components to the entity without overwriting if the
predicate returns true.
This is the same as EntityCommands::try_insert_if
, but in case of duplicate
components will leave the old values instead of replacing them with new
ones.
§Note
Unlike Self::insert_if_new_and
, this will not panic if the associated entity does
not exist.
§Example
#[derive(Component)]
struct StillLoadingStats;
#[derive(Component)]
struct Health(u32);
fn add_health_system(mut commands: Commands, player: Res<PlayerEntity>) {
commands.entity(player.entity)
.try_insert_if(Health(10), || player.is_spectator())
.remove::<StillLoadingStats>();
commands.entity(player.entity)
// This will not panic nor will it overwrite the component
.try_insert_if_new_and(Health(5), || player.is_spectator());
}
Sourcepub fn try_insert_if_new(&mut self, bundle: impl Bundle) -> &mut Self
pub fn try_insert_if_new(&mut self, bundle: impl Bundle) -> &mut Self
Tries to add a Bundle
of components to the entity without overwriting.
This is the same as EntityCommands::try_insert
, but in case of duplicate
components will leave the old values instead of replacing them with new
ones.
§Note
Unlike Self::insert_if_new
, this will not panic if the associated entity does not exist.
Sourcepub fn remove<T>(&mut self) -> &mut Selfwhere
T: Bundle,
pub fn remove<T>(&mut self) -> &mut Selfwhere
T: Bundle,
Removes a Bundle
of components from the entity.
§Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);
#[derive(Bundle)]
struct CombatBundle {
health: Health,
strength: Strength,
}
fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
commands
.entity(player.entity)
// You can remove individual components:
.remove::<Defense>()
// You can also remove pre-defined Bundles of components:
.remove::<CombatBundle>()
// You can also remove tuples of components and bundles.
// This is equivalent to the calls above:
.remove::<(Defense, CombatBundle)>();
}
Sourcepub fn remove_with_requires<T: Bundle>(&mut self) -> &mut Self
pub fn remove_with_requires<T: Bundle>(&mut self) -> &mut Self
Removes all components in the Bundle
components and remove all required components for each component in the Bundle
from entity.
§Example
use bevy_ecs::prelude::*;
#[derive(Component)]
#[require(B)]
struct A;
#[derive(Component, Default)]
struct B;
#[derive(Resource)]
struct PlayerEntity { entity: Entity }
fn remove_with_requires_system(mut commands: Commands, player: Res<PlayerEntity>) {
commands
.entity(player.entity)
// Remove both A and B components from the entity, because B is required by A
.remove_with_requires::<A>();
}
Sourcepub fn remove_by_id(&mut self, component_id: ComponentId) -> &mut Self
pub fn remove_by_id(&mut self, component_id: ComponentId) -> &mut Self
Removes a component from the entity.
Sourcepub fn despawn(&mut self)
pub fn despawn(&mut self)
Despawns the entity. This will emit a warning if the entity does not exist.
See World::despawn
for more details.
§Note
This won’t clean up external references to the entity (such as parent-child relationships
if you’re using bevy_hierarchy
), which may leave the world in an invalid state.
§Example
fn remove_character_system(
mut commands: Commands,
character_to_remove: Res<CharacterToRemove>
)
{
commands.entity(character_to_remove.entity).despawn();
}
Sourcepub fn try_despawn(&mut self)
pub fn try_despawn(&mut self)
Despawns the entity.
This will not emit a warning if the entity does not exist, essentially performing
the same function as Self::despawn
without emitting warnings.
Sourcepub fn queue<M: 'static>(&mut self, command: impl EntityCommand<M>) -> &mut Self
pub fn queue<M: 'static>(&mut self, command: impl EntityCommand<M>) -> &mut Self
Pushes an EntityCommand
to the queue, which will get executed for the current Entity
.
§Examples
commands
.spawn_empty()
// Closures with this signature implement `EntityCommand`.
.queue(|entity: EntityWorldMut| {
println!("Executed an EntityCommand for {:?}", entity.id());
});
Sourcepub fn retain<T>(&mut self) -> &mut Selfwhere
T: Bundle,
pub fn retain<T>(&mut self) -> &mut Selfwhere
T: Bundle,
Removes all components except the given Bundle
from the entity.
This can also be used to remove all the components from the entity by passing it an empty Bundle.
§Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);
#[derive(Bundle)]
struct CombatBundle {
health: Health,
strength: Strength,
}
fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
commands
.entity(player.entity)
// You can retain a pre-defined Bundle of components,
// with this removing only the Defense component
.retain::<CombatBundle>()
// You can also retain only a single component
.retain::<Health>()
// And you can remove all the components by passing in an empty Bundle
.retain::<()>();
}
Sourcepub fn log_components(&mut self) -> &mut Self
pub fn log_components(&mut self) -> &mut Self
Logs the components of the entity at the info level.
§Panics
The command will panic when applied if the associated entity does not exist.
Sourcepub fn commands_mut(&mut self) -> &mut Commands<'a, 'a>
pub fn commands_mut(&mut self) -> &mut Commands<'a, 'a>
Returns a mutable reference to the underlying Commands
.
Trait Implementations§
Source§impl ReflectCommandExt for EntityCommands<'_>
Available on crate feature bevy_reflect
only.
impl ReflectCommandExt for EntityCommands<'_>
bevy_reflect
only.Source§fn insert_reflect(&mut self, component: Box<dyn PartialReflect>) -> &mut Self
fn insert_reflect(&mut self, component: Box<dyn PartialReflect>) -> &mut Self
AppTypeRegistry
. Read moreSource§fn insert_reflect_with_registry<T: Resource + AsRef<TypeRegistry>>(
&mut self,
component: Box<dyn PartialReflect>,
) -> &mut Self
fn insert_reflect_with_registry<T: Resource + AsRef<TypeRegistry>>( &mut self, component: Box<dyn PartialReflect>, ) -> &mut Self
insert_reflect
, but using the T
resource as type registry instead of
AppTypeRegistry
. Read moreSource§fn remove_reflect(
&mut self,
component_type_path: impl Into<Cow<'static, str>>,
) -> &mut Self
fn remove_reflect( &mut self, component_type_path: impl Into<Cow<'static, str>>, ) -> &mut Self
AppTypeRegistry
. Read moreSource§fn remove_reflect_with_registry<T: Resource + AsRef<TypeRegistry>>(
&mut self,
component_type_name: impl Into<Cow<'static, str>>,
) -> &mut Self
fn remove_reflect_with_registry<T: Resource + AsRef<TypeRegistry>>( &mut self, component_type_name: impl Into<Cow<'static, str>>, ) -> &mut Self
Auto Trait Implementations§
impl<'a> Freeze for EntityCommands<'a>
impl<'a> RefUnwindSafe for EntityCommands<'a>
impl<'a> Send for EntityCommands<'a>
impl<'a> Sync for EntityCommands<'a>
impl<'a> Unpin for EntityCommands<'a>
impl<'a> !UnwindSafe for EntityCommands<'a>
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
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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
.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.