mirror of
https://github.com/bevyengine/bevy
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107 lines
4.1 KiB
Rust
107 lines
4.1 KiB
Rust
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//! This example illustrates how to react to component and resource changes.
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use bevy::prelude::*;
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use rand::Rng;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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change_component,
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change_component_2,
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change_resource,
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change_detection,
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),
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)
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.run();
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}
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#[derive(Component, PartialEq, Debug)]
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struct MyComponent(f32);
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#[derive(Resource, PartialEq, Debug)]
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struct MyResource(f32);
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fn setup(mut commands: Commands) {
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// Note the first change detection log correctly points to this line because the component is
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// added. Although commands are deferred, they are able to track the original calling location.
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commands.spawn(MyComponent(0.0));
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commands.insert_resource(MyResource(0.0));
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}
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fn change_component(time: Res<Time>, mut query: Query<(Entity, &mut MyComponent)>) {
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for (entity, mut component) in &mut query {
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if rand::thread_rng().gen_bool(0.1) {
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let new_component = MyComponent(time.elapsed_seconds().round());
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info!("New value: {new_component:?} {entity:?}");
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// Change detection occurs on mutable dereference, and does not consider whether or not
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// a value is actually equal. To avoid triggering change detection when nothing has
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// actually changed, you can use the `set_if_neq` method on any component or resource
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// that implements PartialEq.
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component.set_if_neq(new_component);
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}
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}
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}
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/// This is a duplicate of the `change_component` system, added to show that change tracking can
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/// help you find *where* your component is being changed, when there are multiple possible
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/// locations.
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fn change_component_2(time: Res<Time>, mut query: Query<(Entity, &mut MyComponent)>) {
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for (entity, mut component) in &mut query {
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if rand::thread_rng().gen_bool(0.1) {
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let new_component = MyComponent(time.elapsed_seconds().round());
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info!("New value: {new_component:?} {entity:?}");
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component.set_if_neq(new_component);
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}
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}
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}
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/// Change detection concepts for components apply similarly to resources.
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fn change_resource(time: Res<Time>, mut my_resource: ResMut<MyResource>) {
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if rand::thread_rng().gen_bool(0.1) {
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let new_resource = MyResource(time.elapsed_seconds().round());
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info!("New value: {new_resource:?}");
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my_resource.set_if_neq(new_resource);
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}
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}
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/// Query filters like [`Changed<T>`] and [`Added<T>`] ensure only entities matching these filters
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/// will be returned by the query.
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///
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/// Using the [`Ref<T>`] system param allows you to access change detection information, but does
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/// not filter the query.
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fn change_detection(
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changed_components: Query<Ref<MyComponent>, Changed<MyComponent>>,
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my_resource: Res<MyResource>,
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) {
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for component in &changed_components {
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// By default, you can only tell that a component was changed.
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//
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// This is useful, but what if you have multiple systems modifying the same component, how
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// will you know which system is causing the component to change?
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warn!(
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"Change detected!\n\t-> value: {:?}\n\t-> added: {}\n\t-> changed: {}\n\t-> changed by: {}",
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component,
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component.is_added(),
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component.is_changed(),
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// If you enable the `track_change_detection` feature, you can unlock the `changed_by()`
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// method. It returns the file and line number that the component or resource was
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// changed in. It's not recommended for released games, but great for debugging!
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component.changed_by()
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);
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}
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if my_resource.is_changed() {
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warn!(
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"Change detected!\n\t-> value: {:?}\n\t-> added: {}\n\t-> changed: {}\n\t-> changed by: {}",
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my_resource,
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my_resource.is_added(),
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my_resource.is_changed(),
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my_resource.changed_by() // Like components, requires `track_change_detection` feature.
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);
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}
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}
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