2023-03-17 21:37:16 +00:00
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use std::any::TypeId;
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2023-02-20 18:16:11 +00:00
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use std::borrow::Cow;
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2023-03-17 21:37:16 +00:00
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use std::ops::Not;
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2023-02-20 18:16:11 +00:00
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2023-03-17 21:37:16 +00:00
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use crate::component::{self, ComponentId};
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use crate::query::Access;
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2023-02-22 15:25:40 +00:00
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use crate::system::{CombinatorSystem, Combine, IntoSystem, ReadOnlySystem, System};
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2023-05-29 15:22:10 +00:00
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use crate::world::unsafe_world_cell::UnsafeWorldCell;
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2023-03-17 21:37:16 +00:00
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use crate::world::World;
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2023-01-17 01:39:17 +00:00
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2023-06-10 23:23:48 +00:00
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/// A type-erased run condition stored in a [`Box`].
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2023-05-31 16:49:46 +00:00
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pub type BoxedCondition<In = ()> = Box<dyn ReadOnlySystem<In = In, Out = bool>>;
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2023-01-17 01:39:17 +00:00
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/// A system that determines if one or more scheduled systems should run.
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///
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2023-05-31 16:49:46 +00:00
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/// Implemented for functions and closures that convert into [`System<Out=bool>`](crate::system::System)
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2023-01-17 01:39:17 +00:00
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/// with [read-only](crate::system::ReadOnlySystemParam) parameters.
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2023-05-31 16:49:46 +00:00
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///
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/// # Examples
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/// A condition that returns true every other time it's called.
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// fn every_other_time() -> impl Condition<()> {
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/// IntoSystem::into_system(|mut flag: Local<bool>| {
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/// *flag = !*flag;
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/// *flag
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/// })
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/// }
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///
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/// # #[derive(Resource)] struct DidRun(bool);
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/// # fn my_system(mut did_run: ResMut<DidRun>) { did_run.0 = true; }
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/// # let mut schedule = Schedule::new();
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/// schedule.add_systems(my_system.run_if(every_other_time()));
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/// # let mut world = World::new();
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/// # world.insert_resource(DidRun(false));
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/// # schedule.run(&mut world);
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/// # assert!(world.resource::<DidRun>().0);
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/// # world.insert_resource(DidRun(false));
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/// # schedule.run(&mut world);
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/// # assert!(!world.resource::<DidRun>().0);
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/// ```
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///
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/// A condition that takes a bool as an input and returns it unchanged.
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// fn identity() -> impl Condition<(), bool> {
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/// IntoSystem::into_system(|In(x)| x)
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/// }
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///
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/// # fn always_true() -> bool { true }
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/// # let mut schedule = Schedule::new();
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/// # #[derive(Resource)] struct DidRun(bool);
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/// # fn my_system(mut did_run: ResMut<DidRun>) { did_run.0 = true; }
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/// schedule.add_systems(my_system.run_if(always_true.pipe(identity())));
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/// # let mut world = World::new();
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/// # world.insert_resource(DidRun(false));
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/// # schedule.run(&mut world);
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/// # assert!(world.resource::<DidRun>().0);
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pub trait Condition<Marker, In = ()>: sealed::Condition<Marker, In> {
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2023-02-20 18:16:11 +00:00
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/// Returns a new run condition that only returns `true`
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/// if both this one and the passed `and_then` return `true`.
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///
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/// The returned run condition is short-circuiting, meaning
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/// `and_then` will only be invoked if `self` returns `true`.
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///
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/// # Examples
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///
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/// ```should_panic
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/// use bevy_ecs::prelude::*;
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///
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/// #[derive(Resource, PartialEq)]
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/// struct R(u32);
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///
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/// # let mut app = Schedule::new();
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/// # let mut world = World::new();
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/// # fn my_system() {}
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2023-03-18 01:45:34 +00:00
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/// app.add_systems(
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2023-02-20 18:16:11 +00:00
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/// // The `resource_equals` run condition will panic since we don't initialize `R`,
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/// // just like if we used `Res<R>` in a system.
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/// my_system.run_if(resource_equals(R(0))),
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/// );
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/// # app.run(&mut world);
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/// ```
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///
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/// Use `.and_then()` to avoid checking the condition.
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// # #[derive(Resource, PartialEq)]
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/// # struct R(u32);
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/// # let mut app = Schedule::new();
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/// # let mut world = World::new();
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/// # fn my_system() {}
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2023-03-18 01:45:34 +00:00
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/// app.add_systems(
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2023-02-20 18:16:11 +00:00
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/// // `resource_equals` will only get run if the resource `R` exists.
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/// my_system.run_if(resource_exists::<R>().and_then(resource_equals(R(0)))),
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/// );
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/// # app.run(&mut world);
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/// ```
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///
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/// Note that in this case, it's better to just use the run condition [`resource_exists_and_equals`].
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///
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/// [`resource_exists_and_equals`]: common_conditions::resource_exists_and_equals
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2023-05-31 16:49:46 +00:00
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fn and_then<M, C: Condition<M, In>>(self, and_then: C) -> AndThen<Self::System, C::System> {
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2023-02-20 18:16:11 +00:00
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let a = IntoSystem::into_system(self);
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let b = IntoSystem::into_system(and_then);
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let name = format!("{} && {}", a.name(), b.name());
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CombinatorSystem::new(a, b, Cow::Owned(name))
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}
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/// Returns a new run condition that returns `true`
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/// if either this one or the passed `or_else` return `true`.
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///
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/// The returned run condition is short-circuiting, meaning
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/// `or_else` will only be invoked if `self` returns `false`.
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///
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/// # Examples
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///
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/// ```
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/// use bevy_ecs::prelude::*;
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///
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/// #[derive(Resource, PartialEq)]
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/// struct A(u32);
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///
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/// #[derive(Resource, PartialEq)]
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/// struct B(u32);
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///
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/// # let mut app = Schedule::new();
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/// # let mut world = World::new();
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/// # #[derive(Resource)] struct C(bool);
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/// # fn my_system(mut c: ResMut<C>) { c.0 = true; }
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2023-03-18 01:45:34 +00:00
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/// app.add_systems(
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2023-02-20 18:16:11 +00:00
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/// // Only run the system if either `A` or `B` exist.
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/// my_system.run_if(resource_exists::<A>().or_else(resource_exists::<B>())),
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/// );
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/// #
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/// # world.insert_resource(C(false));
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/// # app.run(&mut world);
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/// # assert!(!world.resource::<C>().0);
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/// #
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/// # world.insert_resource(A(0));
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/// # app.run(&mut world);
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/// # assert!(world.resource::<C>().0);
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/// #
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/// # world.remove_resource::<A>();
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/// # world.insert_resource(B(0));
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/// # world.insert_resource(C(false));
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/// # app.run(&mut world);
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/// # assert!(world.resource::<C>().0);
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/// ```
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2023-05-31 16:49:46 +00:00
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fn or_else<M, C: Condition<M, In>>(self, or_else: C) -> OrElse<Self::System, C::System> {
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2023-02-20 18:16:11 +00:00
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let a = IntoSystem::into_system(self);
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let b = IntoSystem::into_system(or_else);
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let name = format!("{} || {}", a.name(), b.name());
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CombinatorSystem::new(a, b, Cow::Owned(name))
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}
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}
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2023-01-17 01:39:17 +00:00
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2023-05-31 16:49:46 +00:00
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impl<Marker, In, F> Condition<Marker, In> for F where F: sealed::Condition<Marker, In> {}
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2023-01-17 01:39:17 +00:00
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mod sealed {
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2023-02-07 22:22:16 +00:00
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use crate::system::{IntoSystem, ReadOnlySystem};
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2023-01-17 01:39:17 +00:00
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2023-05-31 16:49:46 +00:00
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pub trait Condition<Marker, In>:
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IntoSystem<In, bool, Marker, System = Self::ReadOnlySystem>
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2023-02-16 16:45:48 +00:00
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{
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// This associated type is necessary to let the compiler
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// know that `Self::System` is `ReadOnlySystem`.
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2023-05-31 16:49:46 +00:00
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type ReadOnlySystem: ReadOnlySystem<In = In, Out = bool>;
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2023-02-16 16:45:48 +00:00
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}
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2023-01-17 01:39:17 +00:00
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2023-05-31 16:49:46 +00:00
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impl<Marker, In, F> Condition<Marker, In> for F
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2023-01-17 01:39:17 +00:00
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where
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2023-05-31 16:49:46 +00:00
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F: IntoSystem<In, bool, Marker>,
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2023-02-07 22:22:16 +00:00
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F::System: ReadOnlySystem,
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{
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type ReadOnlySystem = F::System;
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}
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}
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2023-06-10 23:23:48 +00:00
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/// A collection of [run conditions](Condition) that may be useful in any bevy app.
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Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
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pub mod common_conditions {
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2023-03-17 21:37:16 +00:00
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use std::borrow::Cow;
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use super::NotSystem;
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2023-02-08 23:24:36 +00:00
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use crate::{
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2023-02-20 22:56:56 +00:00
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change_detection::DetectChanges,
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event::{Event, EventReader},
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prelude::{Component, Query, With},
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2023-04-18 14:18:09 +00:00
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removal_detection::RemovedComponents,
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2023-02-08 23:24:36 +00:00
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schedule::{State, States},
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2023-03-17 21:37:16 +00:00
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system::{IntoSystem, Res, Resource, System},
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2023-02-08 23:24:36 +00:00
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};
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2023-01-17 01:39:17 +00:00
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Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
|
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/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
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/// if the first time the condition is run and false every time after
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2023-03-13 15:39:25 +00:00
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// # #[derive(Resource, Default)]
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/// # struct Counter(u8);
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/// # let mut app = Schedule::new();
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/// # let mut world = World::new();
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/// # world.init_resource::<Counter>();
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2023-03-18 01:45:34 +00:00
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/// app.add_systems(
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2023-03-13 15:39:25 +00:00
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/// // `run_once` will only return true the first time it's evaluated
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/// my_system.run_if(run_once()),
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/// );
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///
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/// fn my_system(mut counter: ResMut<Counter>) {
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/// counter.0 += 1;
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/// }
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///
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/// // This is the first time the condition will be evaluated so `my_system` will run
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/// app.run(&mut world);
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/// assert_eq!(world.resource::<Counter>().0, 1);
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///
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/// // This is the seconds time the condition will be evaluated so `my_system` won't run
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/// app.run(&mut world);
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/// assert_eq!(world.resource::<Counter>().0, 1);
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/// ```
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2023-03-13 19:38:04 +00:00
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pub fn run_once() -> impl FnMut() -> bool + Clone {
|
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
|
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|
let mut has_run = false;
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|
|
move || {
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|
|
if !has_run {
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|
has_run = true;
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|
true
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|
|
|
} else {
|
|
|
|
false
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|
|
}
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|
|
}
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|
|
}
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2023-01-17 01:39:17 +00:00
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/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
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/// if the resource exists.
|
2023-03-13 15:39:25 +00:00
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///
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/// # Example
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///
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/// ```
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|
/// # use bevy_ecs::prelude::*;
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/// # #[derive(Resource, Default)]
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/// # struct Counter(u8);
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/// # let mut app = Schedule::new();
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/// # let mut world = World::new();
|
2023-03-18 01:45:34 +00:00
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/// app.add_systems(
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2023-07-10 00:11:51 +00:00
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/// // `resource_exists` will only return true if the given resource exists in the world
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2023-03-13 15:39:25 +00:00
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/// my_system.run_if(resource_exists::<Counter>()),
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/// );
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///
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/// fn my_system(mut counter: ResMut<Counter>) {
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/// counter.0 += 1;
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/// }
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///
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/// // `Counter` hasn't been added so `my_system` won't run
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/// app.run(&mut world);
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/// world.init_resource::<Counter>();
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///
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/// // `Counter` has now been added so `my_system` can run
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/// app.run(&mut world);
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|
/// assert_eq!(world.resource::<Counter>().0, 1);
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|
/// ```
|
2023-03-13 19:38:04 +00:00
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pub fn resource_exists<T>() -> impl FnMut(Option<Res<T>>) -> bool + Clone
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2023-01-17 01:39:17 +00:00
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where
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T: Resource,
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{
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|
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move |res: Option<Res<T>>| res.is_some()
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}
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/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
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/// if the resource is equal to `value`.
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///
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/// # Panics
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///
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/// The condition will panic if the resource does not exist.
|
2023-03-13 15:39:25 +00:00
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///
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/// # Example
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///
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|
|
/// ```
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|
|
/// # use bevy_ecs::prelude::*;
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|
/// # #[derive(Resource, Default, PartialEq)]
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/// # struct Counter(u8);
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|
/// # let mut app = Schedule::new();
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/// # let mut world = World::new();
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/// # world.init_resource::<Counter>();
|
2023-03-18 01:45:34 +00:00
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|
/// app.add_systems(
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2023-03-13 15:39:25 +00:00
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/// // `resource_equals` will only return true if the given resource equals the given value
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|
/// my_system.run_if(resource_equals(Counter(0))),
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|
|
|
/// );
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|
|
|
///
|
|
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
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|
|
/// counter.0 += 1;
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|
|
|
/// }
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|
|
|
///
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|
|
/// // `Counter` is `0` so `my_system` can run
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|
|
|
/// app.run(&mut world);
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|
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
|
|
///
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|
|
/// // `Counter` is no longer `0` so `my_system` won't run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
|
|
/// ```
|
2023-01-17 01:39:17 +00:00
|
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|
pub fn resource_equals<T>(value: T) -> impl FnMut(Res<T>) -> bool
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|
|
where
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|
|
|
T: Resource + PartialEq,
|
|
|
|
{
|
|
|
|
move |res: Res<T>| *res == value
|
|
|
|
}
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|
|
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
|
|
|
|
/// if the resource exists and is equal to `value`.
|
|
|
|
///
|
|
|
|
/// The condition will return `false` if the resource does not exist.
|
2023-03-13 15:39:25 +00:00
|
|
|
///
|
|
|
|
/// # Example
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_ecs::prelude::*;
|
|
|
|
/// # #[derive(Resource, Default, PartialEq)]
|
|
|
|
/// # struct Counter(u8);
|
|
|
|
/// # let mut app = Schedule::new();
|
|
|
|
/// # let mut world = World::new();
|
2023-03-18 01:45:34 +00:00
|
|
|
/// app.add_systems(
|
2023-03-13 15:39:25 +00:00
|
|
|
/// // `resource_exists_and_equals` will only return true
|
2023-07-10 00:11:51 +00:00
|
|
|
/// // if the given resource exists and equals the given value
|
2023-03-13 15:39:25 +00:00
|
|
|
/// my_system.run_if(resource_exists_and_equals(Counter(0))),
|
|
|
|
/// );
|
|
|
|
///
|
|
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
|
|
/// counter.0 += 1;
|
|
|
|
/// }
|
|
|
|
///
|
|
|
|
/// // `Counter` hasn't been added so `my_system` can't run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// world.init_resource::<Counter>();
|
|
|
|
///
|
|
|
|
/// // `Counter` is `0` so `my_system` can run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
|
|
///
|
|
|
|
/// // `Counter` is no longer `0` so `my_system` won't run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
|
|
/// ```
|
2023-01-17 01:39:17 +00:00
|
|
|
pub fn resource_exists_and_equals<T>(value: T) -> impl FnMut(Option<Res<T>>) -> bool
|
|
|
|
where
|
|
|
|
T: Resource + PartialEq,
|
|
|
|
{
|
|
|
|
move |res: Option<Res<T>>| match res {
|
|
|
|
Some(res) => *res == value,
|
|
|
|
None => false,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-02-20 22:56:56 +00:00
|
|
|
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
|
|
|
|
/// if the resource of the given type has been added since the condition was last checked.
|
2023-03-13 15:39:25 +00:00
|
|
|
///
|
|
|
|
/// # Example
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_ecs::prelude::*;
|
|
|
|
/// # #[derive(Resource, Default)]
|
|
|
|
/// # struct Counter(u8);
|
|
|
|
/// # let mut app = Schedule::new();
|
|
|
|
/// # let mut world = World::new();
|
2023-03-18 01:45:34 +00:00
|
|
|
/// app.add_systems(
|
2023-03-13 15:39:25 +00:00
|
|
|
/// // `resource_added` will only return true if the
|
|
|
|
/// // given resource was just added
|
|
|
|
/// my_system.run_if(resource_added::<Counter>()),
|
|
|
|
/// );
|
|
|
|
///
|
|
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
|
|
/// counter.0 += 1;
|
|
|
|
/// }
|
|
|
|
///
|
|
|
|
/// world.init_resource::<Counter>();
|
|
|
|
///
|
|
|
|
/// // `Counter` was just added so `my_system` will run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
|
|
///
|
|
|
|
/// // `Counter` was not just added so `my_system` will not run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
|
|
/// ```
|
2023-03-13 19:38:04 +00:00
|
|
|
pub fn resource_added<T>() -> impl FnMut(Option<Res<T>>) -> bool + Clone
|
2023-02-20 22:56:56 +00:00
|
|
|
where
|
|
|
|
T: Resource,
|
|
|
|
{
|
|
|
|
move |res: Option<Res<T>>| match res {
|
|
|
|
Some(res) => res.is_added(),
|
|
|
|
None => false,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
|
|
|
|
/// if the resource of the given type has had its value changed since the condition
|
|
|
|
/// was last checked.
|
|
|
|
///
|
|
|
|
/// The value is considered changed when it is added. The first time this condition
|
|
|
|
/// is checked after the resource was added, it will return `true`.
|
|
|
|
/// Change detection behaves like this everywhere in Bevy.
|
|
|
|
///
|
|
|
|
/// # Panics
|
|
|
|
///
|
|
|
|
/// The condition will panic if the resource does not exist.
|
2023-03-13 15:39:25 +00:00
|
|
|
///
|
|
|
|
/// # Example
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_ecs::prelude::*;
|
|
|
|
/// # #[derive(Resource, Default)]
|
|
|
|
/// # struct Counter(u8);
|
|
|
|
/// # let mut app = Schedule::new();
|
|
|
|
/// # let mut world = World::new();
|
|
|
|
/// # world.init_resource::<Counter>();
|
2023-03-18 01:45:34 +00:00
|
|
|
/// app.add_systems(
|
2023-03-13 15:39:25 +00:00
|
|
|
/// // `resource_changed` will only return true if the
|
|
|
|
/// // given resource was just changed (or added)
|
|
|
|
/// my_system.run_if(
|
|
|
|
/// resource_changed::<Counter>()
|
|
|
|
/// // By default detecting changes will also trigger if the resource was
|
2023-07-10 00:11:51 +00:00
|
|
|
/// // just added, this won't work with my example so I will add a second
|
2023-03-13 15:39:25 +00:00
|
|
|
/// // condition to make sure the resource wasn't just added
|
|
|
|
/// .and_then(not(resource_added::<Counter>()))
|
|
|
|
/// ),
|
|
|
|
/// );
|
|
|
|
///
|
|
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
|
|
/// counter.0 += 1;
|
|
|
|
/// }
|
|
|
|
///
|
|
|
|
/// // `Counter` hasn't been changed so `my_system` won't run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
|
|
|
///
|
|
|
|
/// world.resource_mut::<Counter>().0 = 50;
|
|
|
|
///
|
|
|
|
/// // `Counter` was just changed so `my_system` will run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 51);
|
|
|
|
/// ```
|
2023-03-13 19:38:04 +00:00
|
|
|
pub fn resource_changed<T>() -> impl FnMut(Res<T>) -> bool + Clone
|
2023-02-20 22:56:56 +00:00
|
|
|
where
|
|
|
|
T: Resource,
|
|
|
|
{
|
|
|
|
move |res: Res<T>| res.is_changed()
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
|
|
|
|
/// if the resource of the given type has had its value changed since the condition
|
|
|
|
/// was last checked.
|
|
|
|
///
|
|
|
|
/// The value is considered changed when it is added. The first time this condition
|
|
|
|
/// is checked after the resource was added, it will return `true`.
|
|
|
|
/// Change detection behaves like this everywhere in Bevy.
|
|
|
|
///
|
|
|
|
/// This run condition does not detect when the resource is removed.
|
|
|
|
///
|
|
|
|
/// The condition will return `false` if the resource does not exist.
|
2023-03-13 15:39:25 +00:00
|
|
|
///
|
|
|
|
/// # Example
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_ecs::prelude::*;
|
|
|
|
/// # #[derive(Resource, Default)]
|
|
|
|
/// # struct Counter(u8);
|
|
|
|
/// # let mut app = Schedule::new();
|
|
|
|
/// # let mut world = World::new();
|
2023-03-18 01:45:34 +00:00
|
|
|
/// app.add_systems(
|
2023-03-13 15:39:25 +00:00
|
|
|
/// // `resource_exists_and_changed` will only return true if the
|
2023-07-10 00:11:51 +00:00
|
|
|
/// // given resource exists and was just changed (or added)
|
2023-03-13 15:39:25 +00:00
|
|
|
/// my_system.run_if(
|
|
|
|
/// resource_exists_and_changed::<Counter>()
|
|
|
|
/// // By default detecting changes will also trigger if the resource was
|
2023-07-10 00:11:51 +00:00
|
|
|
/// // just added, this won't work with my example so I will add a second
|
2023-03-13 15:39:25 +00:00
|
|
|
/// // condition to make sure the resource wasn't just added
|
|
|
|
/// .and_then(not(resource_added::<Counter>()))
|
|
|
|
/// ),
|
|
|
|
/// );
|
|
|
|
///
|
|
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
|
|
/// counter.0 += 1;
|
|
|
|
/// }
|
|
|
|
///
|
|
|
|
/// // `Counter` doesn't exist so `my_system` won't run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// world.init_resource::<Counter>();
|
|
|
|
///
|
|
|
|
/// // `Counter` hasn't been changed so `my_system` won't run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
|
|
|
///
|
|
|
|
/// world.resource_mut::<Counter>().0 = 50;
|
|
|
|
///
|
|
|
|
/// // `Counter` was just changed so `my_system` will run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 51);
|
|
|
|
/// ```
|
2023-03-13 19:38:04 +00:00
|
|
|
pub fn resource_exists_and_changed<T>() -> impl FnMut(Option<Res<T>>) -> bool + Clone
|
2023-02-20 22:56:56 +00:00
|
|
|
where
|
|
|
|
T: Resource,
|
|
|
|
{
|
|
|
|
move |res: Option<Res<T>>| match res {
|
|
|
|
Some(res) => res.is_changed(),
|
|
|
|
None => false,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
|
|
|
|
/// if the resource of the given type has had its value changed since the condition
|
|
|
|
/// was last checked.
|
|
|
|
///
|
|
|
|
/// The value is considered changed when it is added. The first time this condition
|
|
|
|
/// is checked after the resource was added, it will return `true`.
|
|
|
|
/// Change detection behaves like this everywhere in Bevy.
|
|
|
|
///
|
|
|
|
/// This run condition also detects removal. It will return `true` if the resource
|
|
|
|
/// has been removed since the run condition was last checked.
|
|
|
|
///
|
|
|
|
/// The condition will return `false` if the resource does not exist.
|
2023-03-13 15:39:25 +00:00
|
|
|
///
|
|
|
|
/// # Example
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_ecs::prelude::*;
|
|
|
|
/// # #[derive(Resource, Default)]
|
|
|
|
/// # struct Counter(u8);
|
|
|
|
/// # let mut app = Schedule::new();
|
|
|
|
/// # let mut world = World::new();
|
|
|
|
/// # world.init_resource::<Counter>();
|
2023-03-18 01:45:34 +00:00
|
|
|
/// app.add_systems(
|
2023-03-13 15:39:25 +00:00
|
|
|
/// // `resource_changed_or_removed` will only return true if the
|
|
|
|
/// // given resource was just changed or removed (or added)
|
|
|
|
/// my_system.run_if(
|
|
|
|
/// resource_changed_or_removed::<Counter>()
|
|
|
|
/// // By default detecting changes will also trigger if the resource was
|
2023-07-10 00:11:51 +00:00
|
|
|
/// // just added, this won't work with my example so I will add a second
|
2023-03-13 15:39:25 +00:00
|
|
|
/// // condition to make sure the resource wasn't just added
|
|
|
|
/// .and_then(not(resource_added::<Counter>()))
|
|
|
|
/// ),
|
|
|
|
/// );
|
|
|
|
///
|
|
|
|
/// #[derive(Resource, Default)]
|
|
|
|
/// struct MyResource;
|
|
|
|
///
|
|
|
|
/// // If `Counter` exists, increment it, otherwise insert `MyResource`
|
|
|
|
/// fn my_system(mut commands: Commands, mut counter: Option<ResMut<Counter>>) {
|
|
|
|
/// if let Some(mut counter) = counter {
|
|
|
|
/// counter.0 += 1;
|
|
|
|
/// } else {
|
|
|
|
/// commands.init_resource::<MyResource>();
|
|
|
|
/// }
|
|
|
|
/// }
|
|
|
|
///
|
|
|
|
/// // `Counter` hasn't been changed so `my_system` won't run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
|
|
|
///
|
|
|
|
/// world.resource_mut::<Counter>().0 = 50;
|
|
|
|
///
|
|
|
|
/// // `Counter` was just changed so `my_system` will run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 51);
|
|
|
|
///
|
|
|
|
/// world.remove_resource::<Counter>();
|
|
|
|
///
|
|
|
|
/// // `Counter` was just removed so `my_system` will run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.contains_resource::<MyResource>(), true);
|
|
|
|
/// ```
|
2023-03-13 19:38:04 +00:00
|
|
|
pub fn resource_changed_or_removed<T>() -> impl FnMut(Option<Res<T>>) -> bool + Clone
|
2023-02-20 22:56:56 +00:00
|
|
|
where
|
|
|
|
T: Resource,
|
|
|
|
{
|
|
|
|
let mut existed = false;
|
|
|
|
move |res: Option<Res<T>>| {
|
|
|
|
if let Some(value) = res {
|
|
|
|
existed = true;
|
|
|
|
value.is_changed()
|
|
|
|
} else if existed {
|
|
|
|
existed = false;
|
|
|
|
true
|
|
|
|
} else {
|
|
|
|
false
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
|
|
|
|
/// if the resource of the given type has been removed since the condition was last checked.
|
2023-03-13 15:39:25 +00:00
|
|
|
///
|
|
|
|
/// # Example
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_ecs::prelude::*;
|
|
|
|
/// # #[derive(Resource, Default)]
|
|
|
|
/// # struct Counter(u8);
|
|
|
|
/// # let mut app = Schedule::new();
|
|
|
|
/// # let mut world = World::new();
|
|
|
|
/// # world.init_resource::<Counter>();
|
2023-03-18 01:45:34 +00:00
|
|
|
/// app.add_systems(
|
2023-03-13 15:39:25 +00:00
|
|
|
/// // `resource_removed` will only return true if the
|
|
|
|
/// // given resource was just removed
|
|
|
|
/// my_system.run_if(resource_removed::<MyResource>()),
|
|
|
|
/// );
|
|
|
|
///
|
|
|
|
/// #[derive(Resource, Default)]
|
|
|
|
/// struct MyResource;
|
|
|
|
///
|
|
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
|
|
/// counter.0 += 1;
|
|
|
|
/// }
|
|
|
|
///
|
|
|
|
/// world.init_resource::<MyResource>();
|
|
|
|
///
|
|
|
|
/// // `MyResource` hasn't just been removed so `my_system` won't run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
|
|
|
///
|
|
|
|
/// world.remove_resource::<MyResource>();
|
|
|
|
///
|
|
|
|
/// // `MyResource` was just removed so `my_system` will run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
|
|
/// ```
|
2023-03-13 19:38:04 +00:00
|
|
|
pub fn resource_removed<T>() -> impl FnMut(Option<Res<T>>) -> bool + Clone
|
2023-02-20 22:56:56 +00:00
|
|
|
where
|
|
|
|
T: Resource,
|
|
|
|
{
|
|
|
|
let mut existed = false;
|
|
|
|
move |res: Option<Res<T>>| {
|
|
|
|
if res.is_some() {
|
|
|
|
existed = true;
|
|
|
|
false
|
|
|
|
} else if existed {
|
|
|
|
existed = false;
|
|
|
|
true
|
|
|
|
} else {
|
|
|
|
false
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-01-17 01:39:17 +00:00
|
|
|
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
|
|
|
|
/// if the state machine exists.
|
2023-03-13 15:39:25 +00:00
|
|
|
///
|
|
|
|
/// # Example
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_ecs::prelude::*;
|
|
|
|
/// # #[derive(Resource, Default)]
|
|
|
|
/// # struct Counter(u8);
|
|
|
|
/// # let mut app = Schedule::new();
|
|
|
|
/// # let mut world = World::new();
|
|
|
|
/// # world.init_resource::<Counter>();
|
|
|
|
/// #[derive(States, Clone, Copy, Default, Eq, PartialEq, Hash, Debug)]
|
|
|
|
/// enum GameState {
|
|
|
|
/// #[default]
|
|
|
|
/// Playing,
|
|
|
|
/// Paused,
|
|
|
|
/// }
|
|
|
|
///
|
2023-03-18 01:45:34 +00:00
|
|
|
/// app.add_systems(
|
2023-03-13 15:39:25 +00:00
|
|
|
/// // `state_exists` will only return true if the
|
2023-07-10 00:11:51 +00:00
|
|
|
/// // given state exists
|
2023-03-13 15:39:25 +00:00
|
|
|
/// my_system.run_if(state_exists::<GameState>()),
|
|
|
|
/// );
|
|
|
|
///
|
|
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
|
|
/// counter.0 += 1;
|
|
|
|
/// }
|
|
|
|
///
|
|
|
|
/// // `GameState` does not yet exist `my_system` won't run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
|
|
|
///
|
|
|
|
/// world.init_resource::<State<GameState>>();
|
|
|
|
///
|
|
|
|
/// // `GameState` now exists so `my_system` will run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
|
|
/// ```
|
2023-03-13 19:38:04 +00:00
|
|
|
pub fn state_exists<S: States>() -> impl FnMut(Option<Res<State<S>>>) -> bool + Clone {
|
2023-01-17 01:39:17 +00:00
|
|
|
move |current_state: Option<Res<State<S>>>| current_state.is_some()
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
|
|
|
|
/// if the state machine is currently in `state`.
|
|
|
|
///
|
|
|
|
/// # Panics
|
|
|
|
///
|
|
|
|
/// The condition will panic if the resource does not exist.
|
2023-03-13 15:39:25 +00:00
|
|
|
///
|
|
|
|
/// # Example
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_ecs::prelude::*;
|
|
|
|
/// # #[derive(Resource, Default)]
|
|
|
|
/// # struct Counter(u8);
|
|
|
|
/// # let mut app = Schedule::new();
|
|
|
|
/// # let mut world = World::new();
|
|
|
|
/// # world.init_resource::<Counter>();
|
|
|
|
/// #[derive(States, Clone, Copy, Default, Eq, PartialEq, Hash, Debug)]
|
|
|
|
/// enum GameState {
|
|
|
|
/// #[default]
|
|
|
|
/// Playing,
|
|
|
|
/// Paused,
|
|
|
|
/// }
|
|
|
|
///
|
|
|
|
/// world.init_resource::<State<GameState>>();
|
|
|
|
///
|
|
|
|
/// app.add_systems((
|
|
|
|
/// // `in_state` will only return true if the
|
|
|
|
/// // given state equals the given value
|
|
|
|
/// play_system.run_if(in_state(GameState::Playing)),
|
|
|
|
/// pause_system.run_if(in_state(GameState::Paused)),
|
|
|
|
/// ));
|
|
|
|
///
|
|
|
|
/// fn play_system(mut counter: ResMut<Counter>) {
|
|
|
|
/// counter.0 += 1;
|
|
|
|
/// }
|
|
|
|
///
|
|
|
|
/// fn pause_system(mut counter: ResMut<Counter>) {
|
|
|
|
/// counter.0 -= 1;
|
|
|
|
/// }
|
|
|
|
///
|
|
|
|
/// // We default to `GameState::Playing` so `play_system` runs
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
|
|
///
|
2023-04-04 01:25:54 +00:00
|
|
|
/// *world.resource_mut::<State<GameState>>() = State::new(GameState::Paused);
|
2023-03-13 15:39:25 +00:00
|
|
|
///
|
|
|
|
/// // Now that we are in `GameState::Pause`, `pause_system` will run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
|
|
|
/// ```
|
2023-03-13 19:38:04 +00:00
|
|
|
pub fn in_state<S: States>(state: S) -> impl FnMut(Res<State<S>>) -> bool + Clone {
|
2023-04-04 01:25:54 +00:00
|
|
|
move |current_state: Res<State<S>>| *current_state == state
|
2023-01-17 01:39:17 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
|
|
|
|
/// if the state machine exists and is currently in `state`.
|
|
|
|
///
|
|
|
|
/// The condition will return `false` if the state does not exist.
|
2023-03-13 15:39:25 +00:00
|
|
|
///
|
|
|
|
/// # Example
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_ecs::prelude::*;
|
|
|
|
/// # #[derive(Resource, Default)]
|
|
|
|
/// # struct Counter(u8);
|
|
|
|
/// # let mut app = Schedule::new();
|
|
|
|
/// # let mut world = World::new();
|
|
|
|
/// # world.init_resource::<Counter>();
|
|
|
|
/// #[derive(States, Clone, Copy, Default, Eq, PartialEq, Hash, Debug)]
|
|
|
|
/// enum GameState {
|
|
|
|
/// #[default]
|
|
|
|
/// Playing,
|
|
|
|
/// Paused,
|
|
|
|
/// }
|
|
|
|
///
|
|
|
|
/// app.add_systems((
|
|
|
|
/// // `state_exists_and_equals` will only return true if the
|
2023-07-10 00:11:51 +00:00
|
|
|
/// // given state exists and equals the given value
|
2023-03-13 15:39:25 +00:00
|
|
|
/// play_system.run_if(state_exists_and_equals(GameState::Playing)),
|
|
|
|
/// pause_system.run_if(state_exists_and_equals(GameState::Paused)),
|
|
|
|
/// ));
|
|
|
|
///
|
|
|
|
/// fn play_system(mut counter: ResMut<Counter>) {
|
|
|
|
/// counter.0 += 1;
|
|
|
|
/// }
|
|
|
|
///
|
|
|
|
/// fn pause_system(mut counter: ResMut<Counter>) {
|
|
|
|
/// counter.0 -= 1;
|
|
|
|
/// }
|
|
|
|
///
|
|
|
|
/// // `GameState` does not yet exists so neither system will run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
|
|
|
///
|
|
|
|
/// world.init_resource::<State<GameState>>();
|
|
|
|
///
|
|
|
|
/// // We default to `GameState::Playing` so `play_system` runs
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
|
|
///
|
2023-04-04 01:25:54 +00:00
|
|
|
/// *world.resource_mut::<State<GameState>>() = State::new(GameState::Paused);
|
2023-03-13 15:39:25 +00:00
|
|
|
///
|
|
|
|
/// // Now that we are in `GameState::Pause`, `pause_system` will run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
|
|
|
/// ```
|
2023-01-17 01:39:17 +00:00
|
|
|
pub fn state_exists_and_equals<S: States>(
|
|
|
|
state: S,
|
2023-03-13 19:38:04 +00:00
|
|
|
) -> impl FnMut(Option<Res<State<S>>>) -> bool + Clone {
|
2023-01-17 01:39:17 +00:00
|
|
|
move |current_state: Option<Res<State<S>>>| match current_state {
|
2023-04-04 01:25:54 +00:00
|
|
|
Some(current_state) => *current_state == state,
|
2023-01-17 01:39:17 +00:00
|
|
|
None => false,
|
|
|
|
}
|
|
|
|
}
|
2023-02-08 23:24:36 +00:00
|
|
|
|
2023-02-20 22:56:56 +00:00
|
|
|
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
|
|
|
|
/// if the state machine changed state.
|
|
|
|
///
|
|
|
|
/// To do things on transitions to/from specific states, use their respective OnEnter/OnExit
|
|
|
|
/// schedules. Use this run condition if you want to detect any change, regardless of the value.
|
|
|
|
///
|
|
|
|
/// # Panics
|
|
|
|
///
|
|
|
|
/// The condition will panic if the resource does not exist.
|
2023-03-13 15:39:25 +00:00
|
|
|
///
|
|
|
|
/// # Example
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_ecs::prelude::*;
|
|
|
|
/// # #[derive(Resource, Default)]
|
|
|
|
/// # struct Counter(u8);
|
|
|
|
/// # let mut app = Schedule::new();
|
|
|
|
/// # let mut world = World::new();
|
|
|
|
/// # world.init_resource::<Counter>();
|
|
|
|
/// #[derive(States, Clone, Copy, Default, Eq, PartialEq, Hash, Debug)]
|
|
|
|
/// enum GameState {
|
|
|
|
/// #[default]
|
|
|
|
/// Playing,
|
|
|
|
/// Paused,
|
|
|
|
/// }
|
|
|
|
///
|
|
|
|
/// world.init_resource::<State<GameState>>();
|
|
|
|
///
|
2023-03-18 01:45:34 +00:00
|
|
|
/// app.add_systems(
|
2023-03-13 15:39:25 +00:00
|
|
|
/// // `state_changed` will only return true if the
|
|
|
|
/// // given states value has just been updated or
|
|
|
|
/// // the state has just been added
|
|
|
|
/// my_system.run_if(state_changed::<GameState>()),
|
|
|
|
/// );
|
|
|
|
///
|
|
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
|
|
/// counter.0 += 1;
|
|
|
|
/// }
|
|
|
|
///
|
|
|
|
/// // `GameState` has just been added so `my_system` will run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
|
|
///
|
|
|
|
/// // `GameState` has not been updated so `my_system` will not run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
|
|
///
|
2023-04-04 01:25:54 +00:00
|
|
|
/// *world.resource_mut::<State<GameState>>() = State::new(GameState::Paused);
|
2023-03-13 15:39:25 +00:00
|
|
|
///
|
|
|
|
/// // Now that `GameState` has been updated `my_system` will run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 2);
|
|
|
|
/// ```
|
2023-03-13 19:38:04 +00:00
|
|
|
pub fn state_changed<S: States>() -> impl FnMut(Res<State<S>>) -> bool + Clone {
|
2023-02-20 22:56:56 +00:00
|
|
|
move |current_state: Res<State<S>>| current_state.is_changed()
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
|
|
|
|
/// if there are any new events of the given type since it was last called.
|
2023-03-13 15:39:25 +00:00
|
|
|
///
|
|
|
|
/// # Example
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_ecs::prelude::*;
|
|
|
|
/// # #[derive(Resource, Default)]
|
|
|
|
/// # struct Counter(u8);
|
|
|
|
/// # let mut app = Schedule::new();
|
|
|
|
/// # let mut world = World::new();
|
|
|
|
/// # world.init_resource::<Counter>();
|
|
|
|
/// # world.init_resource::<Events<MyEvent>>();
|
2023-03-18 01:45:34 +00:00
|
|
|
/// # app.add_systems(Events::<MyEvent>::update_system.before(my_system));
|
2023-03-13 15:39:25 +00:00
|
|
|
///
|
2023-03-18 01:45:34 +00:00
|
|
|
/// app.add_systems(
|
2023-03-13 15:39:25 +00:00
|
|
|
/// my_system.run_if(on_event::<MyEvent>()),
|
|
|
|
/// );
|
|
|
|
///
|
2023-06-06 14:44:32 +00:00
|
|
|
/// #[derive(Event)]
|
2023-03-13 15:39:25 +00:00
|
|
|
/// struct MyEvent;
|
|
|
|
///
|
|
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
|
|
/// counter.0 += 1;
|
|
|
|
/// }
|
|
|
|
///
|
|
|
|
/// // No new `MyEvent` events have been push so `my_system` won't run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
|
|
|
///
|
|
|
|
/// world.resource_mut::<Events<MyEvent>>().send(MyEvent);
|
|
|
|
///
|
2023-03-28 17:03:39 +00:00
|
|
|
/// // A `MyEvent` event has been pushed so `my_system` will run
|
2023-03-13 15:39:25 +00:00
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
|
|
/// ```
|
2023-03-13 19:38:04 +00:00
|
|
|
pub fn on_event<T: Event>() -> impl FnMut(EventReader<T>) -> bool + Clone {
|
2023-02-20 22:56:56 +00:00
|
|
|
// The events need to be consumed, so that there are no false positives on subsequent
|
|
|
|
// calls of the run condition. Simply checking `is_empty` would not be enough.
|
|
|
|
// PERF: note that `count` is efficient (not actually looping/iterating),
|
|
|
|
// due to Bevy having a specialized implementation for events.
|
|
|
|
move |mut reader: EventReader<T>| reader.iter().count() > 0
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
|
|
|
|
/// if there are any entities with the given component type.
|
2023-03-13 15:39:25 +00:00
|
|
|
///
|
|
|
|
/// # Example
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_ecs::prelude::*;
|
|
|
|
/// # #[derive(Resource, Default)]
|
|
|
|
/// # struct Counter(u8);
|
|
|
|
/// # let mut app = Schedule::new();
|
|
|
|
/// # let mut world = World::new();
|
|
|
|
/// # world.init_resource::<Counter>();
|
2023-03-18 01:45:34 +00:00
|
|
|
/// app.add_systems(
|
2023-03-13 15:39:25 +00:00
|
|
|
/// my_system.run_if(any_with_component::<MyComponent>()),
|
|
|
|
/// );
|
|
|
|
///
|
|
|
|
/// #[derive(Component)]
|
|
|
|
/// struct MyComponent;
|
|
|
|
///
|
|
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
|
|
/// counter.0 += 1;
|
|
|
|
/// }
|
|
|
|
///
|
|
|
|
/// // No entities exist yet with a `MyComponent` component so `my_system` won't run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
|
|
|
///
|
|
|
|
/// world.spawn(MyComponent);
|
|
|
|
///
|
|
|
|
/// // An entities with `MyComponent` now exists so `my_system` will run
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
|
|
/// ```
|
2023-03-13 19:38:04 +00:00
|
|
|
pub fn any_with_component<T: Component>() -> impl FnMut(Query<(), With<T>>) -> bool + Clone {
|
2023-02-20 22:56:56 +00:00
|
|
|
move |query: Query<(), With<T>>| !query.is_empty()
|
|
|
|
}
|
|
|
|
|
2023-04-18 14:18:09 +00:00
|
|
|
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
|
|
|
|
/// if there are any entity with a component of the given type removed.
|
|
|
|
pub fn any_component_removed<T: Component>() -> impl FnMut(RemovedComponents<T>) -> bool {
|
|
|
|
// `RemovedComponents` based on events and therefore events need to be consumed,
|
|
|
|
// so that there are no false positives on subsequent calls of the run condition.
|
|
|
|
// Simply checking `is_empty` would not be enough.
|
|
|
|
// PERF: note that `count` is efficient (not actually looping/iterating),
|
|
|
|
// due to Bevy having a specialized implementation for events.
|
2023-06-23 17:08:47 +00:00
|
|
|
move |mut removals: RemovedComponents<T>| removals.iter().count() != 0
|
2023-04-18 14:18:09 +00:00
|
|
|
}
|
|
|
|
|
2023-03-01 10:20:56 +00:00
|
|
|
/// Generates a [`Condition`](super::Condition) that inverses the result of passed one.
|
2023-02-08 23:24:36 +00:00
|
|
|
///
|
2023-03-13 15:39:25 +00:00
|
|
|
/// # Example
|
2023-02-08 23:24:36 +00:00
|
|
|
///
|
|
|
|
/// ```
|
2023-03-13 15:39:25 +00:00
|
|
|
/// # use bevy_ecs::prelude::*;
|
|
|
|
/// # #[derive(Resource, Default)]
|
|
|
|
/// # struct Counter(u8);
|
|
|
|
/// # let mut app = Schedule::new();
|
2023-02-08 23:24:36 +00:00
|
|
|
/// # let mut world = World::new();
|
2023-03-13 15:39:25 +00:00
|
|
|
/// # world.init_resource::<Counter>();
|
2023-03-18 01:45:34 +00:00
|
|
|
/// app.add_systems(
|
2023-03-13 15:39:25 +00:00
|
|
|
/// // `not` will inverse any condition you pass in.
|
|
|
|
/// // Since the condition we choose always returns true
|
|
|
|
/// // this system will never run
|
|
|
|
/// my_system.run_if(not(always)),
|
|
|
|
/// );
|
2023-02-08 23:24:36 +00:00
|
|
|
///
|
2023-03-13 15:39:25 +00:00
|
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
|
|
/// counter.0 += 1;
|
2023-02-08 23:24:36 +00:00
|
|
|
/// }
|
2023-03-13 15:39:25 +00:00
|
|
|
///
|
|
|
|
/// fn always() -> bool {
|
|
|
|
/// true
|
|
|
|
/// }
|
|
|
|
///
|
|
|
|
/// app.run(&mut world);
|
|
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
2023-02-08 23:24:36 +00:00
|
|
|
/// ```
|
2023-03-17 21:37:16 +00:00
|
|
|
pub fn not<Marker, TOut, T>(condition: T) -> NotSystem<T::System>
|
2023-03-13 19:38:04 +00:00
|
|
|
where
|
2023-03-17 21:37:16 +00:00
|
|
|
TOut: std::ops::Not,
|
|
|
|
T: IntoSystem<(), TOut, Marker>,
|
2023-03-13 19:38:04 +00:00
|
|
|
{
|
2023-03-17 21:37:16 +00:00
|
|
|
let condition = IntoSystem::into_system(condition);
|
|
|
|
let name = format!("!{}", condition.name());
|
|
|
|
NotSystem::<T::System> {
|
|
|
|
condition,
|
|
|
|
name: Cow::Owned(name),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Invokes [`Not`] with the output of another system.
|
|
|
|
///
|
|
|
|
/// See [`common_conditions::not`] for examples.
|
|
|
|
#[derive(Clone)]
|
|
|
|
pub struct NotSystem<T: System>
|
|
|
|
where
|
|
|
|
T::Out: Not,
|
|
|
|
{
|
|
|
|
condition: T,
|
|
|
|
name: Cow<'static, str>,
|
|
|
|
}
|
|
|
|
impl<T: System> System for NotSystem<T>
|
|
|
|
where
|
|
|
|
T::Out: Not,
|
|
|
|
{
|
|
|
|
type In = T::In;
|
|
|
|
type Out = <T::Out as Not>::Output;
|
|
|
|
|
|
|
|
fn name(&self) -> Cow<'static, str> {
|
|
|
|
self.name.clone()
|
|
|
|
}
|
|
|
|
|
|
|
|
fn type_id(&self) -> TypeId {
|
|
|
|
TypeId::of::<T>()
|
|
|
|
}
|
|
|
|
|
|
|
|
fn component_access(&self) -> &Access<ComponentId> {
|
|
|
|
self.condition.component_access()
|
|
|
|
}
|
|
|
|
|
|
|
|
fn archetype_component_access(&self) -> &Access<crate::archetype::ArchetypeComponentId> {
|
|
|
|
self.condition.archetype_component_access()
|
|
|
|
}
|
|
|
|
|
|
|
|
fn is_send(&self) -> bool {
|
|
|
|
self.condition.is_send()
|
|
|
|
}
|
|
|
|
|
|
|
|
fn is_exclusive(&self) -> bool {
|
|
|
|
self.condition.is_exclusive()
|
|
|
|
}
|
|
|
|
|
2023-05-29 15:22:10 +00:00
|
|
|
unsafe fn run_unsafe(&mut self, input: Self::In, world: UnsafeWorldCell) -> Self::Out {
|
2023-03-17 21:37:16 +00:00
|
|
|
// SAFETY: The inner condition system asserts its own safety.
|
|
|
|
!self.condition.run_unsafe(input, world)
|
|
|
|
}
|
|
|
|
|
|
|
|
fn run(&mut self, input: Self::In, world: &mut World) -> Self::Out {
|
|
|
|
!self.condition.run(input, world)
|
2023-02-08 23:24:36 +00:00
|
|
|
}
|
2023-03-17 21:37:16 +00:00
|
|
|
|
2023-06-02 14:04:13 +00:00
|
|
|
fn apply_deferred(&mut self, world: &mut World) {
|
|
|
|
self.condition.apply_deferred(world);
|
2023-03-17 21:37:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
fn initialize(&mut self, world: &mut World) {
|
|
|
|
self.condition.initialize(world);
|
|
|
|
}
|
|
|
|
|
2023-05-29 15:22:10 +00:00
|
|
|
fn update_archetype_component_access(&mut self, world: UnsafeWorldCell) {
|
2023-03-17 21:37:16 +00:00
|
|
|
self.condition.update_archetype_component_access(world);
|
|
|
|
}
|
|
|
|
|
|
|
|
fn check_change_tick(&mut self, change_tick: component::Tick) {
|
|
|
|
self.condition.check_change_tick(change_tick);
|
|
|
|
}
|
|
|
|
|
|
|
|
fn get_last_run(&self) -> component::Tick {
|
|
|
|
self.condition.get_last_run()
|
|
|
|
}
|
|
|
|
|
|
|
|
fn set_last_run(&mut self, last_run: component::Tick) {
|
|
|
|
self.condition.set_last_run(last_run);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// SAFETY: This trait is only implemented when the inner system is read-only.
|
|
|
|
// The `Not` condition does not modify access, and thus cannot transform a read-only system into one that is not.
|
|
|
|
unsafe impl<T> ReadOnlySystem for NotSystem<T>
|
|
|
|
where
|
|
|
|
T: ReadOnlySystem,
|
|
|
|
T::Out: Not,
|
|
|
|
{
|
2023-01-17 01:39:17 +00:00
|
|
|
}
|
2023-02-20 18:16:11 +00:00
|
|
|
|
|
|
|
/// Combines the outputs of two systems using the `&&` operator.
|
|
|
|
pub type AndThen<A, B> = CombinatorSystem<AndThenMarker, A, B>;
|
|
|
|
|
|
|
|
/// Combines the outputs of two systems using the `||` operator.
|
|
|
|
pub type OrElse<A, B> = CombinatorSystem<OrElseMarker, A, B>;
|
|
|
|
|
|
|
|
#[doc(hidden)]
|
|
|
|
pub struct AndThenMarker;
|
|
|
|
|
|
|
|
impl<In, A, B> Combine<A, B> for AndThenMarker
|
|
|
|
where
|
|
|
|
In: Copy,
|
|
|
|
A: System<In = In, Out = bool>,
|
|
|
|
B: System<In = In, Out = bool>,
|
|
|
|
{
|
|
|
|
type In = In;
|
|
|
|
type Out = bool;
|
|
|
|
|
|
|
|
fn combine(
|
|
|
|
input: Self::In,
|
|
|
|
a: impl FnOnce(<A as System>::In) -> <A as System>::Out,
|
|
|
|
b: impl FnOnce(<B as System>::In) -> <B as System>::Out,
|
|
|
|
) -> Self::Out {
|
|
|
|
a(input) && b(input)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#[doc(hidden)]
|
|
|
|
pub struct OrElseMarker;
|
|
|
|
|
|
|
|
impl<In, A, B> Combine<A, B> for OrElseMarker
|
|
|
|
where
|
|
|
|
In: Copy,
|
|
|
|
A: System<In = In, Out = bool>,
|
|
|
|
B: System<In = In, Out = bool>,
|
|
|
|
{
|
|
|
|
type In = In;
|
|
|
|
type Out = bool;
|
|
|
|
|
|
|
|
fn combine(
|
|
|
|
input: Self::In,
|
|
|
|
a: impl FnOnce(<A as System>::In) -> <A as System>::Out,
|
|
|
|
b: impl FnOnce(<B as System>::In) -> <B as System>::Out,
|
|
|
|
) -> Self::Out {
|
|
|
|
a(input) || b(input)
|
|
|
|
}
|
|
|
|
}
|
2023-03-13 15:39:25 +00:00
|
|
|
|
|
|
|
#[cfg(test)]
|
|
|
|
mod tests {
|
2023-03-17 21:37:16 +00:00
|
|
|
use super::{common_conditions::*, Condition};
|
2023-03-13 15:39:25 +00:00
|
|
|
use crate as bevy_ecs;
|
2023-03-18 01:45:34 +00:00
|
|
|
use crate::component::Component;
|
|
|
|
use crate::schedule::IntoSystemConfigs;
|
|
|
|
use crate::schedule::{common_conditions::not, State, States};
|
|
|
|
use crate::system::Local;
|
|
|
|
use crate::{change_detection::ResMut, schedule::Schedule, world::World};
|
2023-06-06 14:44:32 +00:00
|
|
|
use bevy_ecs_macros::Event;
|
2023-03-13 15:39:25 +00:00
|
|
|
use bevy_ecs_macros::Resource;
|
|
|
|
|
|
|
|
#[derive(Resource, Default)]
|
|
|
|
struct Counter(usize);
|
|
|
|
|
|
|
|
fn increment_counter(mut counter: ResMut<Counter>) {
|
|
|
|
counter.0 += 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
fn every_other_time(mut has_ran: Local<bool>) -> bool {
|
|
|
|
*has_ran = !*has_ran;
|
|
|
|
*has_ran
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn run_condition() {
|
|
|
|
let mut world = World::new();
|
|
|
|
world.init_resource::<Counter>();
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
|
|
|
|
// Run every other cycle
|
2023-03-18 01:45:34 +00:00
|
|
|
schedule.add_systems(increment_counter.run_if(every_other_time));
|
2023-03-13 15:39:25 +00:00
|
|
|
|
|
|
|
schedule.run(&mut world);
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0, 1);
|
|
|
|
schedule.run(&mut world);
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0, 2);
|
|
|
|
|
|
|
|
// Run every other cycle oppsite to the last one
|
2023-03-18 01:45:34 +00:00
|
|
|
schedule.add_systems(increment_counter.run_if(not(every_other_time)));
|
2023-03-13 15:39:25 +00:00
|
|
|
|
|
|
|
schedule.run(&mut world);
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0, 4);
|
|
|
|
schedule.run(&mut world);
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0, 6);
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn run_condition_combinators() {
|
|
|
|
let mut world = World::new();
|
|
|
|
world.init_resource::<Counter>();
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
|
|
|
|
// Always run
|
2023-03-18 01:45:34 +00:00
|
|
|
schedule.add_systems(increment_counter.run_if(every_other_time.or_else(|| true)));
|
2023-03-13 15:39:25 +00:00
|
|
|
// Run every other cycle
|
2023-03-18 01:45:34 +00:00
|
|
|
schedule.add_systems(increment_counter.run_if(every_other_time.and_then(|| true)));
|
2023-03-13 15:39:25 +00:00
|
|
|
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0, 2);
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0, 3);
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn multiple_run_conditions() {
|
|
|
|
let mut world = World::new();
|
|
|
|
world.init_resource::<Counter>();
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
|
|
|
|
// Run every other cycle
|
2023-03-18 01:45:34 +00:00
|
|
|
schedule.add_systems(increment_counter.run_if(every_other_time).run_if(|| true));
|
2023-03-13 15:39:25 +00:00
|
|
|
// Never run
|
2023-03-18 01:45:34 +00:00
|
|
|
schedule.add_systems(increment_counter.run_if(every_other_time).run_if(|| false));
|
2023-03-13 15:39:25 +00:00
|
|
|
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0, 1);
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0, 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn multiple_run_conditions_is_and_operation() {
|
|
|
|
let mut world = World::new();
|
|
|
|
world.init_resource::<Counter>();
|
|
|
|
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
|
|
|
|
// This should never run, if multiple run conditions worked
|
|
|
|
// like an OR condition then it would always run
|
2023-03-18 01:45:34 +00:00
|
|
|
schedule.add_systems(
|
2023-03-13 15:39:25 +00:00
|
|
|
increment_counter
|
|
|
|
.run_if(every_other_time)
|
|
|
|
.run_if(not(every_other_time)),
|
|
|
|
);
|
|
|
|
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0, 0);
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0, 0);
|
|
|
|
}
|
2023-03-17 21:37:16 +00:00
|
|
|
|
|
|
|
#[derive(States, PartialEq, Eq, Debug, Default, Hash, Clone)]
|
|
|
|
enum TestState {
|
|
|
|
#[default]
|
|
|
|
A,
|
|
|
|
B,
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Component)]
|
|
|
|
struct TestComponent;
|
|
|
|
|
2023-06-06 14:44:32 +00:00
|
|
|
#[derive(Event)]
|
|
|
|
struct TestEvent;
|
|
|
|
|
2023-03-17 21:37:16 +00:00
|
|
|
fn test_system() {}
|
|
|
|
|
|
|
|
// Ensure distributive_run_if compiles with the common conditions.
|
|
|
|
#[test]
|
|
|
|
fn distributive_run_if_compiles() {
|
|
|
|
Schedule::default().add_systems(
|
|
|
|
(test_system, test_system)
|
|
|
|
.distributive_run_if(run_once())
|
|
|
|
.distributive_run_if(resource_exists::<State<TestState>>())
|
|
|
|
.distributive_run_if(resource_added::<State<TestState>>())
|
|
|
|
.distributive_run_if(resource_changed::<State<TestState>>())
|
|
|
|
.distributive_run_if(resource_exists_and_changed::<State<TestState>>())
|
|
|
|
.distributive_run_if(resource_changed_or_removed::<State<TestState>>())
|
|
|
|
.distributive_run_if(resource_removed::<State<TestState>>())
|
|
|
|
.distributive_run_if(state_exists::<TestState>())
|
|
|
|
.distributive_run_if(in_state(TestState::A))
|
|
|
|
.distributive_run_if(state_changed::<TestState>())
|
2023-06-06 14:44:32 +00:00
|
|
|
.distributive_run_if(on_event::<TestEvent>())
|
2023-03-17 21:37:16 +00:00
|
|
|
.distributive_run_if(any_with_component::<TestComponent>())
|
|
|
|
.distributive_run_if(not(run_once())),
|
|
|
|
);
|
|
|
|
}
|
2023-03-13 15:39:25 +00:00
|
|
|
}
|