bevy/examples/ecs/removal_detection.rs

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// This example shows how you can know when a `Component` has been removed, so you can react to it.
use bevy::prelude::*;
fn main() {
// Information regarding removed `Component`s is discarded at the end of each frame, so you need
// to react to the removal before the frame is over.
//
// Also, `Components` are removed via a `Command`. `Command`s are applied after a stage has
// finished executing. So you need to react to the removal at some stage after the
// `Component` is removed.
//
// With these constraints in mind we make sure to place the system that removes a `Component` on
// the `stage::UPDATE` stage, and the system that reacts on the removal on the
// `stage::POST_UPDATE` stage.
App::build()
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.add_system_to_stage(stage::UPDATE, remove_component.system())
.add_system_to_stage(stage::POST_UPDATE, react_on_removal.system())
.run();
}
// This `Struct` is just used for convenience in this example. This is the `Component` we'll be
// giving to the `Entity` so we have a `Component` to remove in `remove_component()`.
struct MyComponent;
fn setup(
commands: &mut Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let texture = asset_server.load("branding/icon.png");
commands
.spawn(Camera2dBundle::default())
.spawn(SpriteBundle {
material: materials.add(texture.into()),
..Default::default()
})
.with(MyComponent); // Add the `Component`.
}
fn remove_component(
time: Res<Time>,
commands: &mut Commands,
query: Query<Entity, With<MyComponent>>,
) {
// After two seconds have passed the `Component` is removed.
if time.seconds_since_startup() > 2.0 {
if let Some(entity) = query.iter().next() {
commands.remove_one::<MyComponent>(entity);
}
}
}
fn react_on_removal(
mut materials: ResMut<Assets<ColorMaterial>>,
query: Query<(Entity, &Handle<ColorMaterial>)>,
) {
// Note: usually this isn't how you would handle a `Query`. In this example it makes things
// a bit easier to read.
let (query_entity, material) = query.iter().next().unwrap();
// `Query.removed<T>` returns an array with the `Entity`s in the `Query` that had its
// `Component` `T` (in this case `MyComponent`) removed at some point earlier during the frame.
for entity in query.removed::<MyComponent>() {
// We compare the `Entity` that had its `MyComponent` `Component` removed with the `Entity`
// in the current `Query`. If they match all red is removed from the material.
if query_entity == *entity {
materials.get_mut(material).unwrap().color.set_r(0.0);
}
}
}