Add generic systems example (#2636)

# Objective
My attempt at fixing #2142. My very first attempt at contributing to Bevy so more than open to any feedback.
I borrowed heavily from the [Bevy Cheatbook page](https://bevy-cheatbook.github.io/patterns/generic-systems.html?highlight=generic#generic-systems).

## Solution
Fairly straightforward example using a clean up system to delete entities that are coupled with app state after exiting that state.


Co-authored-by: B-Janson <brandon@canva.com>
This commit is contained in:
B-Janson 2022-02-08 16:24:46 +00:00
parent 56b0e88b53
commit 38f6da5a85
3 changed files with 96 additions and 0 deletions

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@ -323,6 +323,10 @@ path = "examples/ecs/event.rs"
name = "fixed_timestep"
path = "examples/ecs/fixed_timestep.rs"
[[example]]
name = "generic_system"
path = "examples/ecs/generic_system.rs"
[[example]]
name = "hierarchy"
path = "examples/ecs/hierarchy.rs"

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@ -168,6 +168,7 @@ Example | File | Description
`component_change_detection` | [`ecs/component_change_detection.rs`](./ecs/component_change_detection.rs) | Change detection on components
`event` | [`ecs/event.rs`](./ecs/event.rs) | Illustrates event creation, activation, and reception
`fixed_timestep` | [`ecs/fixed_timestep.rs`](./ecs/fixed_timestep.rs) | Shows how to create systems that run every fixed timestep, rather than every tick
`generic_system` | [`ecs/generic_system.rs`](./ecs/generic_system.rs) | Shows how to create systems that can be reused with different types
`hierarchy` | [`ecs/hierarchy.rs`](./ecs/hierarchy.rs) | Creates a hierarchy of parents and children entities
`iter_combinations` | [`ecs/iter_combinations.rs`](./ecs/iter_combinations.rs) | Shows how to iterate over combinations of query results.
`parallel_query` | [`ecs/parallel_query.rs`](./ecs/parallel_query.rs) | Illustrates parallel queries with `ParallelIterator`

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@ -0,0 +1,91 @@
use bevy::{ecs::component::Component, prelude::*};
/// Generic types allow us to reuse logic across many related systems,
/// allowing us to specialize our function's behavior based on which type (or types) are passed in.
///
/// This is commonly useful for working on related components or resources,
/// where we want to have unique types for querying purposes but want them all to work the same way.
/// This is particularly powerful when combined with user-defined traits to add more functionality to these related types.
/// Remember to insert a specialized copy of the system into the schedule for each type that you want to operate on!
///
/// For more advice on working with generic types in Rust, check out <https://doc.rust-lang.org/book/ch10-01-syntax.html>
/// or <https://doc.rust-lang.org/rust-by-example/generics.html>
#[derive(Debug, Clone, Eq, PartialEq, Hash)]
enum AppState {
MainMenu,
InGame,
}
#[derive(Component)]
struct TextToPrint(String);
#[derive(Component)]
struct PrinterTick(bevy::prelude::Timer);
#[derive(Component)]
struct MenuClose;
#[derive(Component)]
struct LevelUnload;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_state(AppState::MainMenu)
.add_startup_system(setup_system)
.add_system(print_text_system)
.add_system_set(
SystemSet::on_update(AppState::MainMenu).with_system(transition_to_in_game_system),
)
// add the cleanup systems
.add_system_set(
// Pass in the types your system should operate on using the ::<T> (turbofish) syntax
SystemSet::on_exit(AppState::MainMenu).with_system(cleanup_system::<MenuClose>),
)
.add_system_set(
SystemSet::on_exit(AppState::InGame).with_system(cleanup_system::<LevelUnload>),
)
.run();
}
fn setup_system(mut commands: Commands) {
commands
.spawn()
.insert(PrinterTick(bevy::prelude::Timer::from_seconds(1.0, true)))
.insert(TextToPrint(
"I will print until you press space.".to_string(),
))
.insert(MenuClose);
commands
.spawn()
.insert(PrinterTick(bevy::prelude::Timer::from_seconds(1.0, true)))
.insert(TextToPrint("I will always print".to_string()))
.insert(LevelUnload);
}
fn print_text_system(time: Res<Time>, mut query: Query<(&mut PrinterTick, &TextToPrint)>) {
for (mut timer, text) in query.iter_mut() {
if timer.0.tick(time.delta()).just_finished() {
info!("{}", text.0);
}
}
}
fn transition_to_in_game_system(
mut state: ResMut<State<AppState>>,
keyboard_input: Res<Input<KeyCode>>,
) {
if keyboard_input.pressed(KeyCode::Space) {
state.set(AppState::InGame).unwrap();
}
}
// Type arguments on functions come after the function name, but before ordinary arguments.
// Here, the `Component` trait is a trait bound on T, our generic type
fn cleanup_system<T: Component>(mut commands: Commands, query: Query<Entity, With<T>>) {
for e in query.iter() {
commands.entity(e).despawn_recursive();
}
}