bevy::prelude

Struct 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<'a> EntityCommands<'a>

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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 entry<T>(&mut self) -> EntityEntryCommands<'_, T>
where T: Component,

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));
}
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pub fn insert(&mut self, bundle: impl Bundle) -> &mut EntityCommands<'a>

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),
            },
        ));
}
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pub fn insert_if<F>( &mut self, bundle: impl Bundle, condition: F, ) -> &mut EntityCommands<'a>
where F: FnOnce() -> bool,

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>();
}
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pub fn insert_if_new(&mut self, bundle: impl Bundle) -> &mut EntityCommands<'a>

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.

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pub fn insert_if_new_and<F>( &mut self, bundle: impl Bundle, condition: F, ) -> &mut EntityCommands<'a>
where F: FnOnce() -> bool,

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.

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pub unsafe fn insert_by_id<T>( &mut self, component_id: ComponentId, value: T, ) -> &mut EntityCommands<'a>
where T: Send + 'static,

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 as self.
  • T must have the same layout as the one passed during component_id creation.
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pub unsafe fn try_insert_by_id<T>( &mut self, component_id: ComponentId, value: T, ) -> &mut EntityCommands<'a>
where T: Send + 'static,

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 as self.
  • T must have the same layout as the one passed during component_id creation.
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pub fn try_insert(&mut self, bundle: impl Bundle) -> &mut EntityCommands<'a>

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 try_insert_if<F>( &mut self, bundle: impl Bundle, condition: F, ) -> &mut EntityCommands<'a>
where F: FnOnce() -> bool,

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());
}
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pub fn try_insert_if_new_and<F>( &mut self, bundle: impl Bundle, condition: F, ) -> &mut EntityCommands<'a>
where F: FnOnce() -> bool,

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());
}
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pub fn try_insert_if_new( &mut self, bundle: impl Bundle, ) -> &mut EntityCommands<'a>

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.

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pub fn remove<T>(&mut self) -> &mut EntityCommands<'a>
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_with_requires<T>(&mut self) -> &mut EntityCommands<'a>
where T: Bundle,

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>();
}
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pub fn remove_by_id( &mut self, component_id: ComponentId, ) -> &mut EntityCommands<'a>

Removes a component from the entity.

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pub fn clear(&mut self) -> &mut EntityCommands<'a>

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 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.

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pub fn queue<M>( &mut self, command: impl EntityCommand<M>, ) -> &mut EntityCommands<'a>
where M: 'static,

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());
    });
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pub fn retain<T>(&mut self) -> &mut EntityCommands<'a>
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) -> &mut EntityCommands<'a>

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 commands_mut(&mut self) -> &mut Commands<'a, 'a>

Returns a mutable reference to the underlying Commands.

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pub fn trigger(&mut self, event: impl Event) -> &mut EntityCommands<'a>

Sends a Trigger targeting this entity. This will run any Observer of the event that watches this entity.

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

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

Trait Implementations§

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impl BuildChildren for EntityCommands<'_>

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type Builder<'a> = ChildBuilder<'a>

Child builder type.
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fn with_children( &mut self, spawn_children: impl FnOnce(&mut <EntityCommands<'_> as BuildChildren>::Builder<'_>), ) -> &mut EntityCommands<'_>

Takes a closure which builds children for this entity using ChildBuild. Read more
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fn with_child<B>(&mut self, bundle: B) -> &mut EntityCommands<'_>
where B: Bundle,

Spawns the passed bundle and adds it to this entity as a child. Read more
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fn add_children(&mut self, children: &[Entity]) -> &mut EntityCommands<'_>

Pushes children to the back of the builder’s children. For any entities that are already a child of this one, this method does nothing. Read more
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fn insert_children( &mut self, index: usize, children: &[Entity], ) -> &mut EntityCommands<'_>

Inserts children at the given index. Read more
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fn remove_children(&mut self, children: &[Entity]) -> &mut EntityCommands<'_>

Removes the given children Read more
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fn add_child(&mut self, child: Entity) -> &mut EntityCommands<'_>

Adds a single child. Read more
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fn clear_children(&mut self) -> &mut EntityCommands<'_>

Removes all children from this entity. The Children component will be removed if it exists, otherwise this does nothing.
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fn replace_children(&mut self, children: &[Entity]) -> &mut EntityCommands<'_>

Removes all current children from this entity, replacing them with the specified list of entities. Read more
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fn set_parent(&mut self, parent: Entity) -> &mut EntityCommands<'_>

Sets the parent of this entity. Read more
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fn remove_parent(&mut self) -> &mut EntityCommands<'_>

Removes the Parent of this entity. Read more
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impl BuildChildrenTransformExt for EntityCommands<'_>

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fn set_parent_in_place(&mut self, parent: Entity) -> &mut EntityCommands<'_>

Change this entity’s parent while preserving this entity’s GlobalTransform by updating its Transform. Read more
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fn remove_parent_in_place(&mut self) -> &mut EntityCommands<'_>

Make this entity parentless while preserving this entity’s GlobalTransform by updating its Transform to be equal to its current GlobalTransform. Read more
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impl DespawnRecursiveExt for EntityCommands<'_>

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fn despawn_recursive(self)

Despawns the provided entity and its children. This will emit warnings for any entity that does not exist.

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fn try_despawn_recursive(self)

Despawns the provided entity and its children. This will never emit warnings.

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fn despawn_descendants(&mut self) -> &mut EntityCommands<'_>

Despawns all descendants of the given entity.
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fn try_despawn_descendants(&mut self) -> &mut EntityCommands<'_>

Similar to Self::despawn_descendants but does not emit warnings
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impl ReflectCommandExt for EntityCommands<'_>

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fn insert_reflect( &mut self, component: Box<dyn PartialReflect>, ) -> &mut EntityCommands<'_>

Adds the given boxed reflect component or bundle to the entity using the reflection data in AppTypeRegistry. Read more
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fn insert_reflect_with_registry<T>( &mut self, component: Box<dyn PartialReflect>, ) -> &mut EntityCommands<'_>

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 EntityCommands<'_>

Removes from the entity the component or bundle with the given type name registered in AppTypeRegistry. Read more
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fn remove_reflect_with_registry<T>( &mut self, component_type_name: impl Into<Cow<'static, str>>, ) -> &mut EntityCommands<'_>

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> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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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<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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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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fn with_current_subscriber(self) -> WithDispatch<Self>

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