// The factions are stored inside the Ron file in a sorted way. They can only define
// factions as prey that are on top of their definition. For example, 'Plants' cannot define 'Herbivores' as their prey
// because 'Herbivores' is defined after 'Plants'.
The factions are stored inside the Ron file in a sorted way. They can only define
factions as prey that are on top of their definition.
The factions are stored inside the Ron file in a sorted way . They can only define factions as prey that are on top of their definition .
pub fn load_factions(world: &mut World) {
    let prefab_handle = world.exec(|loader: PrefabLoader<'_, FactionPrefabData>| {
        loader.load("prefabs/factions.ron", RonFormat, ())
    });
    world.create_entity().with(prefab_handle.clone()).build();
}
pub fn load_factions ( world : & mut World ) { let prefab_handle = world . exec ( | loader : PrefabLoader < ' _ , FactionPrefabData > | { loader . load ( " " , RonFormat , ( ) ) } ) ; world . create_entity ( ) . with ( prefab_handle . clone ( ) ) . build ( ) ; }
The factions are stored inside the Ron file in a sorted way.
The factions are stored inside the Ron file in a sorted way .
world
&mut World