This commit is contained in:
Elliott Pierce 2025-05-31 16:56:07 -04:00
parent 7e39f9dda1
commit 9cce28fe38
2 changed files with 2 additions and 2 deletions

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@ -279,7 +279,7 @@ impl Ord for EntityGeneration {
/// but [`Entity`] ids may or may not correspond to a conceptual entity. /// but [`Entity`] ids may or may not correspond to a conceptual entity.
/// ///
/// Each [`EntityRow`] corresponds to a potential conceptual entity. /// Each [`EntityRow`] corresponds to a potential conceptual entity.
/// This can happen if, for example, the row has not been allocated, or it has been allocated and has not been [`constructed`](World::construct), or it has been since [destructed](World::destruct). /// This can happen if, for example, the row has not been allocated, or it has been allocated and has not been [`constructed`](crate::world::World::construct), or it has been since [destructed](crate::world::World::destruct).
/// Entity rows may also be pending reuse, etc. /// Entity rows may also be pending reuse, etc.
/// ///
/// For a [`Entity`] id to correspond to a conceptual entity, its row must do so, and it must have the most up to date generation of that row. /// For a [`Entity`] id to correspond to a conceptual entity, its row must do so, and it must have the most up to date generation of that row.

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@ -1525,7 +1525,7 @@ impl World {
/// Destructs the given `entity`, if it exists. This will also remove all of the entity's /// Destructs the given `entity`, if it exists. This will also remove all of the entity's
/// [`Components`](Component). /// [`Components`](Component).
/// The *only* difference between destructing and despawning an entity is that destructing does not release the `entity` to be reused. /// The *only* difference between destructing and despawning an entity is that destructing does not release the `entity` to be reused.
/// It is up to the caller to either re-construct or fully despawn the `entity`; otherwise, the [`EntityRow`](crate::entity::EntityRow) will not be able to be reused. /// It is up to the caller to either re-construct or fully despawn the `entity`; otherwise, the [`EntityRow`] will not be able to be reused.
/// ///
/// Returns an [`EntityDestructError`] if the entity does not exist. /// Returns an [`EntityDestructError`] if the entity does not exist.
/// ///