bevy/examples/ecs/timers.rs

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use bevy::{log::info, prelude::*};
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_resource(Countdown::default())
.add_startup_system(setup_system.system())
.add_system(countdown_system.system())
.add_system(timer_system.system())
.run();
}
pub struct Countdown {
pub percent_trigger: Timer,
pub main_timer: Timer,
}
impl Countdown {
pub fn new() -> Self {
Self {
percent_trigger: Timer::from_seconds(4.0, true),
main_timer: Timer::from_seconds(20.0, false),
}
}
}
impl Default for Countdown {
fn default() -> Self {
Self::new()
}
}
fn setup_system(commands: &mut Commands) {
// Add an entity to the world with a timer
commands.spawn((Timer::from_seconds(5.0, false),));
}
/// This system ticks all the `Timer` components on entities within the scene
/// using bevy's `Time` resource to get the delta between each update.
fn timer_system(time: Res<Time>, mut query: Query<&mut Timer>) {
for mut timer in query.iter_mut() {
if timer.tick(time.delta_seconds()).just_finished() {
info!("Entity timer just finished")
}
}
}
/// This system controls ticking the timer within the countdown resource and
/// handling its state.
fn countdown_system(time: Res<Time>, mut countdown: ResMut<Countdown>) {
countdown.main_timer.tick(time.delta_seconds());
// The API encourages this kind of timer state checking (if you're only checking for one value)
// Additionally, `finished()` would accomplish the same thing as `just_finished` due to the timer
// being repeating, however this makes more sense visually.
if countdown
.percent_trigger
.tick(time.delta_seconds())
.just_finished()
{
if !countdown.main_timer.finished() {
// Print the percent complete the main timer is.
info!(
"Timer is {:0.0}% complete!",
countdown.main_timer.percent() * 100.0
);
} else {
// The timer has finished so we pause the percent output timer
countdown.percent_trigger.pause();
info!("Paused percent trigger timer")
}
}
}