Struct bevy_ecs::system::EntityCommands

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pub struct EntityCommands<'a> { /* private fields */ }
Expand description

A list of commands that will be run to modify an entity.

Implementations§

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impl EntityCommands<'_>

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pub fn id(&self) -> Entity

Returns the Entity id of the entity.

§Example
fn my_system(mut commands: Commands) {
    let entity_id = commands.spawn_empty().id();
}
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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.

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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.

§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),
            },
        ));
}
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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));
}
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pub fn remove<T>(&mut self) -> &mut Self
where 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)>();
}
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pub fn remove_by_id(&mut self, component_id: ComponentId) -> &mut Self

Removes a component from the entity.

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pub fn clear(&mut self) -> &mut Self

Removes all components associated with the entity.

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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();
}
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pub fn add<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`.
    .add(|entity: EntityWorldMut| {
        println!("Executed an EntityCommand for {:?}", entity.id());
    });
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pub fn retain<T>(&mut self) -> &mut Self
where 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::<()>();
}
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pub fn log_components(&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.

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pub fn commands(&mut self) -> Commands<'_, '_>

Returns the underlying Commands.

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pub fn observe<E: Event, B: Bundle, M>( &mut self, system: impl IntoObserverSystem<E, B, M> ) -> &mut Self

Creates an Observer listening for a trigger of type T that targets this entity.

Trait Implementations§

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impl ReflectCommandExt for EntityCommands<'_>

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fn insert_reflect(&mut self, component: Box<dyn Reflect>) -> &mut Self

Adds the given boxed reflect component to the entity using the reflection data in AppTypeRegistry. Read more
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fn insert_reflect_with_registry<T: Resource + AsRef<TypeRegistry>>( &mut self, component: Box<dyn Reflect> ) -> &mut Self

Same as insert_reflect, but using the T resource as type registry instead of AppTypeRegistry. Read more
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fn remove_reflect( &mut self, component_type_path: impl Into<Cow<'static, str>> ) -> &mut Self

Removes from the entity the component with the given type name registered in AppTypeRegistry. Read more
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fn remove_reflect_with_registry<T: Resource + AsRef<TypeRegistry>>( &mut self, component_type_name: impl Into<Cow<'static, str>> ) -> &mut Self

Same as remove_reflect, but using the T resource as type registry instead of AppTypeRegistry.

Auto Trait Implementations§

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impl<'a> Freeze for EntityCommands<'a>

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impl<'a> RefUnwindSafe for EntityCommands<'a>

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impl<'a> Send for EntityCommands<'a>

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impl<'a> Sync for EntityCommands<'a>

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impl<'a> Unpin for EntityCommands<'a>

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impl<'a> !UnwindSafe for EntityCommands<'a>

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Downcast for T
where T: Any,

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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.
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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.
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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.
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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.
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impl<T> DowncastSync for T
where T: Any + Send + Sync,

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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Sync + Send>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> ConditionalSend for T
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