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Fix panics in ecs_guide example (#7525)
# Objective Fixes #7565 `ecs_guide` example is currently panicking. This seems to just be a problem with the example only caused by the base sets PR. ## Solution First, changed a few `in_set` to `in_base_set` to fix a few of ``` thread 'main' panicked at 'Systems cannot be added to 'base' system sets using 'in_set'. Use 'in_base_set' instead.', examples/ecs/ecs_guide.rs:301:45 ``` And then added an `in_base_set` to fix the resulting (confusing) cycle error ``` 2023-02-06T13:54:29.213843Z ERROR bevy_ecs::schedule_v3::schedule: schedule contains at least 1 cycle(s) -- cycle(s) found within: ---- 0: ["ecs_guide::game_over_system", "ecs_guide::score_check_system"] ``` I also changed this `add_system` call so the comment above and below make sense: ```diff // add_system(system) adds systems to the Update system set by default // However we can manually specify the set if we want to. The following is equivalent to // add_system(score_system) - .add_system(score_system) + .add_system(score_system.in_base_set(CoreSet::Update)) // There are other `CoreSets`, such as `Last` which runs at the very end of each run. ``` ## Notes - Does `MySet` even need to be a base set? Seems like yes. - Is that cycle error when there is no explicit `in_base_set` actually expected?
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1 changed files with 6 additions and 10 deletions
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@ -26,7 +26,6 @@
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use bevy::{
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app::{AppExit, ScheduleRunnerPlugin, ScheduleRunnerSettings},
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log::LogPlugin,
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prelude::*,
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utils::Duration,
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};
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@ -282,7 +281,7 @@ fn main() {
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// add_system(system) adds systems to the Update system set by default
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// However we can manually specify the set if we want to. The following is equivalent to
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// add_system(score_system)
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.add_system(score_system)
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.add_system(score_system.in_base_set(CoreSet::Update))
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// There are other `CoreSets`, such as `Last` which runs at the very end of each run.
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.add_system(print_at_end_round.in_base_set(CoreSet::Last))
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// We can also create new system sets, and order them relative to other system sets.
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@ -298,19 +297,16 @@ fn main() {
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.after(new_round_system)
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.in_base_set(MySet::BeforeRound),
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)
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.add_system(exclusive_player_system.in_set(MySet::BeforeRound))
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.add_system(score_check_system.in_set(MySet::AfterRound))
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.add_system(exclusive_player_system.in_base_set(MySet::BeforeRound))
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.add_system(score_check_system.in_base_set(MySet::AfterRound))
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.add_system(
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// We can ensure that `game_over_system` runs after `score_check_system` using explicit ordering
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// To do this we use either `.before` or `.after` to describe the order we want the relationship
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// Since we are using `after`, `game_over_system` runs after `score_check_system`
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game_over_system.after(score_check_system),
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game_over_system
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.after(score_check_system)
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.in_base_set(MySet::AfterRound),
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)
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// We can check our systems for execution order ambiguities by examining the output produced
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// in the console by using the `LogPlugin` and adding the following Resource to our App :)
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// Be aware that not everything reported by this checker is a potential problem, you'll have
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// to make that judgement yourself.
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.add_plugin(LogPlugin::default())
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// This call to run() starts the app we just built!
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.run();
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}
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