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/// Be mindful in its usage: Works best in situations where the entities in the [`EntityHashMap<Entity>`] are newly
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/// created, before systems have a chance to add new components. If some of the entities referred to
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/// by the [`EntityHashMap<Entity>`] might already contain valid entity references, you should use [`map_entities`](Self::map_entities).
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/// by the [`EntityHashMap<Entity>`] might already contain valid entity references, you should use
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/// [`map_world_entities`](Self::map_entities).
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///
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/// An example of this: A scene can be loaded with `Parent` components, but then a `Parent` component can be added
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/// to these entities after they have been loaded. If you reload the scene using [`map_all_entities`](Self::map_all_entities), those `Parent`
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/// to these entities after they have been loaded. If you reload the scene using [`map_all_world_entities`](Self::map_all_world_entities), those `Parent`
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/// components with already valid entity references could be updated to point at something else entirely.
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///
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/// [`MapEntities`]: crate::entity::MapEntities
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pubfnmap_all_world_entities(
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&self,
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world:&mutWorld,
@@ -38,11 +43,13 @@ impl ReflectMapEntities {
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}
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/// A general method for applying [`MapEntities`] behavior to elements in an [`EntityHashMap<Entity>`]. Unlike
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/// [`map_all_entities`](Self::map_all_entities), this is applied to specific entities, not all values
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/// [`map_all_world_entities`](Self::map_all_world_entities), this is applied to specific entities, not all values
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/// in the [`EntityHashMap<Entity>`].
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///
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/// This is useful mostly for when you need to be careful not to update components that already contain valid entity
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/// values. See [`map_all_entities`](Self::map_all_entities) for more details.
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/// values. See [`map_all_world_entities`](Self::map_all_world_entities) for more details.
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///
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/// [`MapEntities`]: crate::entity::MapEntities
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pubfnmap_world_entities(
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&self,
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world:&mutWorld,
@@ -54,10 +61,14 @@ impl ReflectMapEntities {
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});
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}
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/// A general method for applying an operation to all entities in a
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