Struct de_spawner::despawner::DespawnEventsPlugin
source · pub struct DespawnEventsPlugin<T, F = ()>where
T: Component + ToOwned,
<T as ToOwned>::Owned: Send + Sync,
F: QueryFilter + Send + Sync + 'static,{
_marker: PhantomData<(T, F)>,
}
Expand description
This plugin sends events with data of type DespData<T>
when entities with
component T
matching query F
are despawned. The events are send from
systems in set DespawnerSet::Events
.
§Type Parameters
T
- a component implementing ToOwned to be send as part of the despawn events.F
- filter for entities to watch for despawning. (optional, defaults to()
). e.g.With<Bar>
.
§Usage
use bevy::prelude::*;
use de_spawner::DespawnEventsPlugin;
#[derive(Clone, Component)] // we must Clone implement here
struct Bar(f32);
let mut app = App::new();
// watch for despawning of entities with `Bar` component
app.add_plugins(DespawnEventsPlugin::<Bar>::default());
Fields§
§_marker: PhantomData<(T, F)>
Trait Implementations§
source§impl<T, F> Debug for DespawnEventsPlugin<T, F>
impl<T, F> Debug for DespawnEventsPlugin<T, F>
source§impl<T, F> Default for DespawnEventsPlugin<T, F>
impl<T, F> Default for DespawnEventsPlugin<T, F>
source§impl<T, F> Plugin for DespawnEventsPlugin<T, F>
impl<T, F> Plugin for DespawnEventsPlugin<T, F>
§fn ready(&self, _app: &App) -> bool
fn ready(&self, _app: &App) -> bool
Has the plugin finished its setup? This can be useful for plugins that need something
asynchronous to happen before they can finish their setup, like the initialization of a renderer.
Once the plugin is ready,
finish
should be called.§fn finish(&self, _app: &mut App)
fn finish(&self, _app: &mut App)
Finish adding this plugin to the [
App
], once all plugins registered are ready. This can
be useful for plugins that depends on another plugin asynchronous setup, like the renderer.§fn cleanup(&self, _app: &mut App)
fn cleanup(&self, _app: &mut App)
Runs after all plugins are built and finished, but before the app schedule is executed.
This can be useful if you have some resource that other plugins need during their build step,
but after build you want to remove it and send it to another thread.
Auto Trait Implementations§
impl<T, F> Freeze for DespawnEventsPlugin<T, F>
impl<T, F> RefUnwindSafe for DespawnEventsPlugin<T, F>where
T: RefUnwindSafe,
F: RefUnwindSafe,
impl<T, F> Send for DespawnEventsPlugin<T, F>
impl<T, F> Sync for DespawnEventsPlugin<T, F>
impl<T, F> Unpin for DespawnEventsPlugin<T, F>
impl<T, F> UnwindSafe for DespawnEventsPlugin<T, F>where
T: UnwindSafe,
F: UnwindSafe,
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§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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Return the
T
[ShaderType
] for self
. When used in [AsBindGroup
]
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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impl<T> Downcast for Twhere
T: Any,
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(where Trait: Downcast
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’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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) to &Any
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fn from_sample_(s: S) -> S
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impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &mut World) -> T
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source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self>
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Converts
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.
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T: FromSample<F>,
fn into_sample(self) -> T
§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
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SS: SubsetOf<SP>,
§fn to_subset(&self) -> Option<SS>
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