bevy/src/ecs/mod.rs

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2020-01-14 03:20:58 +00:00
use crate::prelude::{Children, Entity, World, SubWorld};
2020-01-13 06:18:17 +00:00
pub fn run_on_hierarchy<T>(
world: &mut World,
entity: Entity,
input: T,
func: &mut dyn FnMut(&mut World, Entity, T) -> Option<T>,
) where
T: Copy,
{
// TODO: not a huge fan of this pattern. are there ways to do recursive updates in legion without allocactions?
let children = match world.get_component::<Children>(entity) {
Some(children) => Some(
children
.iter()
.map(|entity| *entity)
.collect::<Vec<Entity>>(),
),
None => None,
};
let result = func(world, entity, input);
if let Some(result) = result {
if let Some(children) = children {
for child in children {
run_on_hierarchy(world, child, result, func);
}
}
}
}
pub fn run_on_hierarchy_subworld<T>(
world: &mut legion::system::SubWorld,
entity: Entity,
input: T,
func: &dyn Fn(&mut SubWorld, Entity, T) -> Option<T>,
) where
T: Copy,
{
// TODO: not a huge fan of this pattern. are there ways to do recursive updates in legion without allocactions?
let children = match world.get_component::<Children>(entity) {
Some(children) => Some(
children
.iter()
.map(|entity| *entity)
.collect::<Vec<Entity>>(),
),
None => None,
};
let result = func(world, entity, input);
if let Some(result) = result {
if let Some(children) = children {
for child in children {
run_on_hierarchy_subworld(world, child, result, func);
}
}
}
}