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https://github.com/bevyengine/bevy
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Remove .on_update method to improve API consistency and clarity (#7667)
# Objective Fixes #7632. As discussed in #7634, it can be quite challenging for users to intuit the mental model of how states now work. ## Solution Rather than change the behavior of the `OnUpdate` system set, instead work on making sure it's easy to understand what's going on. Two things have been done: 1. Remove the `.on_update` method from our bevy of system building traits. This was special-cased and made states feel much more magical than they need to. 2. Improve the docs for the `OnUpdate` system set.
This commit is contained in:
parent
17ed41d707
commit
0a9c469d19
8 changed files with 19 additions and 54 deletions
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@ -317,7 +317,7 @@ impl App {
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/// initial state.
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/// initial state.
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///
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///
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/// This also adds an [`OnUpdate`] system set for each state variant,
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/// This also adds an [`OnUpdate`] system set for each state variant,
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/// which run during [`CoreSet::StateTransitions`] after the transitions are applied.
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/// which run during [`CoreSet::Update`] after the transitions are applied.
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/// These systems sets only run if the [`State<S>`] resource matches their label.
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/// These systems sets only run if the [`State<S>`] resource matches their label.
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///
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///
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/// If you would like to control how other systems run based on the current state,
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/// If you would like to control how other systems run based on the current state,
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@ -341,7 +341,7 @@ impl App {
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for variant in S::variants() {
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for variant in S::variants() {
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main_schedule.configure_set(
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main_schedule.configure_set(
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OnUpdate(variant.clone())
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OnUpdate(variant.clone())
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.in_base_set(CoreSet::StateTransitions)
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.in_base_set(CoreSet::Update)
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.run_if(state_equals(variant))
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.run_if(state_equals(variant))
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.after(apply_state_transition::<S>),
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.after(apply_state_transition::<S>),
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);
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);
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@ -5,7 +5,6 @@ use crate::{
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condition::{BoxedCondition, Condition},
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condition::{BoxedCondition, Condition},
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graph_utils::{Ambiguity, Dependency, DependencyKind, GraphInfo},
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graph_utils::{Ambiguity, Dependency, DependencyKind, GraphInfo},
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set::{BoxedSystemSet, IntoSystemSet, SystemSet},
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set::{BoxedSystemSet, IntoSystemSet, SystemSet},
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state::{OnUpdate, States},
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},
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},
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system::{BoxedSystem, IntoSystem, System},
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system::{BoxedSystem, IntoSystem, System},
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};
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};
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@ -102,8 +101,6 @@ pub trait IntoSystemSetConfig: sealed::IntoSystemSetConfig {
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/// The `Condition` will be evaluated at most once (per schedule run),
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/// The `Condition` will be evaluated at most once (per schedule run),
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/// the first time a system in this set prepares to run.
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/// the first time a system in this set prepares to run.
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fn run_if<P>(self, condition: impl Condition<P>) -> SystemSetConfig;
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fn run_if<P>(self, condition: impl Condition<P>) -> SystemSetConfig;
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/// Add this set to the [`OnUpdate(state)`](OnUpdate) set.
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fn on_update(self, state: impl States) -> SystemSetConfig;
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/// Suppress warnings and errors that would result from systems in this set having ambiguities
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/// Suppress warnings and errors that would result from systems in this set having ambiguities
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/// (conflicting access but indeterminate order) with systems in `set`.
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/// (conflicting access but indeterminate order) with systems in `set`.
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fn ambiguous_with<M>(self, set: impl IntoSystemSet<M>) -> SystemSetConfig;
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fn ambiguous_with<M>(self, set: impl IntoSystemSet<M>) -> SystemSetConfig;
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@ -146,10 +143,6 @@ where
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self.into_config().run_if(condition)
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self.into_config().run_if(condition)
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}
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}
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fn on_update(self, state: impl States) -> SystemSetConfig {
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self.into_config().on_update(state)
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}
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fn ambiguous_with<M>(self, set: impl IntoSystemSet<M>) -> SystemSetConfig {
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fn ambiguous_with<M>(self, set: impl IntoSystemSet<M>) -> SystemSetConfig {
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self.into_config().ambiguous_with(set)
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self.into_config().ambiguous_with(set)
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}
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}
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@ -190,10 +183,6 @@ impl IntoSystemSetConfig for BoxedSystemSet {
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self.into_config().run_if(condition)
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self.into_config().run_if(condition)
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}
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}
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fn on_update(self, state: impl States) -> SystemSetConfig {
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self.into_config().on_update(state)
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}
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fn ambiguous_with<M>(self, set: impl IntoSystemSet<M>) -> SystemSetConfig {
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fn ambiguous_with<M>(self, set: impl IntoSystemSet<M>) -> SystemSetConfig {
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self.into_config().ambiguous_with(set)
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self.into_config().ambiguous_with(set)
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}
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}
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@ -270,10 +259,6 @@ impl IntoSystemSetConfig for SystemSetConfig {
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self
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self
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}
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}
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fn on_update(self, state: impl States) -> SystemSetConfig {
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self.in_set(OnUpdate(state))
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}
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fn ambiguous_with<M>(mut self, set: impl IntoSystemSet<M>) -> Self {
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fn ambiguous_with<M>(mut self, set: impl IntoSystemSet<M>) -> Self {
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ambiguous_with(&mut self.graph_info, Box::new(set.into_system_set()));
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ambiguous_with(&mut self.graph_info, Box::new(set.into_system_set()));
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self
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self
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@ -310,8 +295,6 @@ pub trait IntoSystemConfig<Params>: sealed::IntoSystemConfig<Params> {
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/// The `Condition` will be evaluated at most once (per schedule run),
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/// The `Condition` will be evaluated at most once (per schedule run),
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/// when the system prepares to run.
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/// when the system prepares to run.
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fn run_if<P>(self, condition: impl Condition<P>) -> SystemConfig;
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fn run_if<P>(self, condition: impl Condition<P>) -> SystemConfig;
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/// Add this system to the [`OnUpdate(state)`](OnUpdate) set.
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fn on_update(self, state: impl States) -> SystemConfig;
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/// Suppress warnings and errors that would result from this system having ambiguities
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/// Suppress warnings and errors that would result from this system having ambiguities
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/// (conflicting access but indeterminate order) with systems in `set`.
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/// (conflicting access but indeterminate order) with systems in `set`.
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fn ambiguous_with<M>(self, set: impl IntoSystemSet<M>) -> SystemConfig;
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fn ambiguous_with<M>(self, set: impl IntoSystemSet<M>) -> SystemConfig;
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@ -354,10 +337,6 @@ where
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self.into_config().run_if(condition)
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self.into_config().run_if(condition)
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}
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}
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fn on_update(self, state: impl States) -> SystemConfig {
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self.into_config().on_update(state)
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}
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fn ambiguous_with<M>(self, set: impl IntoSystemSet<M>) -> SystemConfig {
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fn ambiguous_with<M>(self, set: impl IntoSystemSet<M>) -> SystemConfig {
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self.into_config().ambiguous_with(set)
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self.into_config().ambiguous_with(set)
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}
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}
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@ -398,10 +377,6 @@ impl IntoSystemConfig<()> for BoxedSystem<(), ()> {
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self.into_config().run_if(condition)
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self.into_config().run_if(condition)
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}
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}
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fn on_update(self, state: impl States) -> SystemConfig {
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self.into_config().on_update(state)
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}
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fn ambiguous_with<M>(self, set: impl IntoSystemSet<M>) -> SystemConfig {
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fn ambiguous_with<M>(self, set: impl IntoSystemSet<M>) -> SystemConfig {
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self.into_config().ambiguous_with(set)
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self.into_config().ambiguous_with(set)
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}
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}
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@ -470,10 +445,6 @@ impl IntoSystemConfig<()> for SystemConfig {
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self
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self
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}
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}
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fn on_update(self, state: impl States) -> Self {
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self.in_set(OnUpdate(state))
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}
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fn ambiguous_with<M>(mut self, set: impl IntoSystemSet<M>) -> Self {
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fn ambiguous_with<M>(mut self, set: impl IntoSystemSet<M>) -> Self {
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ambiguous_with(&mut self.graph_info, Box::new(set.into_system_set()));
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ambiguous_with(&mut self.graph_info, Box::new(set.into_system_set()));
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self
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self
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@ -549,11 +520,6 @@ where
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self.into_configs().after(set)
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self.into_configs().after(set)
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}
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}
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/// Add this set to the [`OnUpdate(state)`](OnUpdate) set.
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fn on_update(self, state: impl States) -> SystemConfigs {
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self.into_configs().on_update(state)
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}
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/// Suppress warnings and errors that would result from these systems having ambiguities
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/// Suppress warnings and errors that would result from these systems having ambiguities
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/// (conflicting access but indeterminate order) with systems in `set`.
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/// (conflicting access but indeterminate order) with systems in `set`.
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fn ambiguous_with<M>(self, set: impl IntoSystemSet<M>) -> SystemConfigs {
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fn ambiguous_with<M>(self, set: impl IntoSystemSet<M>) -> SystemConfigs {
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@ -654,10 +620,6 @@ impl IntoSystemConfigs<()> for SystemConfigs {
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self
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self
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}
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}
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fn on_update(self, state: impl States) -> Self {
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self.in_set(OnUpdate(state))
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}
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fn chain(mut self) -> Self {
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fn chain(mut self) -> Self {
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self.chained = true;
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self.chained = true;
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self
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self
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@ -53,10 +53,11 @@ pub struct OnEnter<S: States>(pub S);
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct OnExit<S: States>(pub S);
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pub struct OnExit<S: States>(pub S);
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/// A [`SystemSet`] that will run within `CoreSet::StateTransitions` when this state is active.
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/// A [`SystemSet`] that will run within `CoreSet::Update` when this state is active.
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///
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///
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/// This is provided for convenience. A more general [`state_equals`](crate::schedule::common_conditions::state_equals)
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/// This set, when created via `App::add_state`, is configured with both a base set and a run condition.
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/// [condition](super::Condition) also exists for systems that need to run elsewhere.
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/// If all you want is the run condition, use the [`state_equals`](crate::schedule::common_conditions::state_equals)
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/// [condition](super::Condition) directly.
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#[derive(SystemSet, Clone, Debug, PartialEq, Eq, Hash)]
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#[derive(SystemSet, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct OnUpdate<S: States>(pub S);
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pub struct OnUpdate<S: States>(pub S);
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@ -9,7 +9,7 @@ fn main() {
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.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
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.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
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.add_state::<AppState>()
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.add_state::<AppState>()
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.add_system_to_schedule(OnEnter(AppState::Setup), load_textures)
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.add_system_to_schedule(OnEnter(AppState::Setup), load_textures)
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.add_system(check_textures.on_update(AppState::Setup))
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.add_system(check_textures.in_set(OnUpdate(AppState::Setup)))
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.add_system_to_schedule(OnEnter(AppState::Finished), setup)
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.add_system_to_schedule(OnEnter(AppState::Finished), setup)
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.run();
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.run();
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}
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}
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@ -44,7 +44,7 @@ fn main() {
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.add_state::<AppState>()
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.add_state::<AppState>()
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.add_startup_system(setup_system)
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.add_startup_system(setup_system)
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.add_system(print_text_system)
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.add_system(print_text_system)
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.add_system(transition_to_in_game_system.on_update(AppState::MainMenu))
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.add_system(transition_to_in_game_system.in_set(OnUpdate(AppState::MainMenu)))
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// add the cleanup systems
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// add the cleanup systems
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.add_system_to_schedule(
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.add_system_to_schedule(
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OnExit(AppState::MainMenu),
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OnExit(AppState::MainMenu),
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@ -18,10 +18,10 @@ fn main() {
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.add_system_to_schedule(OnEnter(AppState::Menu), setup_menu)
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.add_system_to_schedule(OnEnter(AppState::Menu), setup_menu)
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// By contrast, on_update systems are stored in the main schedule, during CoreSet::Update,
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// By contrast, on_update systems are stored in the main schedule, during CoreSet::Update,
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// and simply check the value of the `State<T>` resource to see if they should run each frame.
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// and simply check the value of the `State<T>` resource to see if they should run each frame.
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.add_system(menu.on_update(AppState::Menu))
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.add_system(menu.in_set(OnUpdate(AppState::Menu)))
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.add_system_to_schedule(OnExit(AppState::Menu), cleanup_menu)
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.add_system_to_schedule(OnExit(AppState::Menu), cleanup_menu)
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.add_system_to_schedule(OnEnter(AppState::InGame), setup_game)
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.add_system_to_schedule(OnEnter(AppState::InGame), setup_game)
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.add_systems((movement, change_color).on_update(AppState::InGame))
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.add_systems((movement, change_color).in_set(OnUpdate(AppState::InGame)))
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.run();
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.run();
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}
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}
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@ -34,11 +34,11 @@ fn main() {
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scoreboard_system,
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scoreboard_system,
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spawn_bonus,
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spawn_bonus,
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)
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)
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.on_update(GameState::Playing),
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.in_set(OnUpdate(GameState::Playing)),
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)
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)
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.add_system_to_schedule(OnExit(GameState::Playing), teardown)
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.add_system_to_schedule(OnExit(GameState::Playing), teardown)
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.add_system_to_schedule(OnEnter(GameState::GameOver), display_score)
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.add_system_to_schedule(OnEnter(GameState::GameOver), display_score)
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.add_system(gameover_keyboard.on_update(GameState::GameOver))
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.add_system(gameover_keyboard.in_set(OnUpdate(GameState::GameOver)))
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.add_system_to_schedule(OnExit(GameState::GameOver), teardown)
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.add_system_to_schedule(OnExit(GameState::GameOver), teardown)
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.add_system(bevy::window::close_on_esc)
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.add_system(bevy::window::close_on_esc)
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.run();
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.run();
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// When entering the state, spawn everything needed for this screen
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// When entering the state, spawn everything needed for this screen
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.add_system_to_schedule(OnEnter(GameState::Splash), splash_setup)
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.add_system_to_schedule(OnEnter(GameState::Splash), splash_setup)
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// While in this state, run the `countdown` system
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// While in this state, run the `countdown` system
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.add_system(countdown.on_update(GameState::Splash))
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.add_system(countdown.in_set(OnUpdate(GameState::Splash)))
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// When exiting the state, despawn everything that was spawned for this screen
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// When exiting the state, despawn everything that was spawned for this screen
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.add_system_to_schedule(
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.add_system_to_schedule(
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OnExit(GameState::Splash),
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OnExit(GameState::Splash),
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@ -134,7 +134,7 @@ mod game {
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impl Plugin for GamePlugin {
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impl Plugin for GamePlugin {
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fn build(&self, app: &mut App) {
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fn build(&self, app: &mut App) {
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app.add_system_to_schedule(OnEnter(GameState::Game), game_setup)
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app.add_system_to_schedule(OnEnter(GameState::Game), game_setup)
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.add_system(game.on_update(GameState::Game))
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.add_system(game.in_set(OnUpdate(GameState::Game)))
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.add_system_to_schedule(OnExit(GameState::Game), despawn_screen::<OnGameScreen>);
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.add_system_to_schedule(OnExit(GameState::Game), despawn_screen::<OnGameScreen>);
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}
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}
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}
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}
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OnEnter(MenuState::SettingsDisplay),
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OnEnter(MenuState::SettingsDisplay),
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display_settings_menu_setup,
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display_settings_menu_setup,
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)
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)
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.add_system(setting_button::<DisplayQuality>.on_update(MenuState::SettingsDisplay))
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.add_system(
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setting_button::<DisplayQuality>.in_set(OnUpdate(MenuState::SettingsDisplay)),
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)
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.add_system_to_schedule(
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.add_system_to_schedule(
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OnExit(MenuState::SettingsDisplay),
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OnExit(MenuState::SettingsDisplay),
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despawn_screen::<OnDisplaySettingsMenuScreen>,
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despawn_screen::<OnDisplaySettingsMenuScreen>,
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@ -293,13 +295,13 @@ mod menu {
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OnEnter(MenuState::SettingsSound),
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OnEnter(MenuState::SettingsSound),
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sound_settings_menu_setup,
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sound_settings_menu_setup,
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)
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)
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.add_system(setting_button::<Volume>.on_update(MenuState::SettingsSound))
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.add_system(setting_button::<Volume>.in_set(OnUpdate(MenuState::SettingsSound)))
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.add_system_to_schedule(
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.add_system_to_schedule(
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OnExit(MenuState::SettingsSound),
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OnExit(MenuState::SettingsSound),
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despawn_screen::<OnSoundSettingsMenuScreen>,
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despawn_screen::<OnSoundSettingsMenuScreen>,
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)
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)
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// Common systems to all screens that handles buttons behaviour
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// Common systems to all screens that handles buttons behaviour
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.add_systems((menu_action, button_system).on_update(GameState::Menu));
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.add_systems((menu_action, button_system).in_set(OnUpdate(GameState::Menu)));
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}
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}
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}
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}
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