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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>
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@ -323,6 +323,10 @@ path = "examples/ecs/event.rs"
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name = "fixed_timestep"
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path = "examples/ecs/fixed_timestep.rs"
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[[example]]
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name = "generic_system"
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path = "examples/ecs/generic_system.rs"
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[[example]]
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name = "hierarchy"
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path = "examples/ecs/hierarchy.rs"
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@ -168,6 +168,7 @@ Example | File | Description
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`component_change_detection` | [`ecs/component_change_detection.rs`](./ecs/component_change_detection.rs) | Change detection on components
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`event` | [`ecs/event.rs`](./ecs/event.rs) | Illustrates event creation, activation, and reception
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`fixed_timestep` | [`ecs/fixed_timestep.rs`](./ecs/fixed_timestep.rs) | Shows how to create systems that run every fixed timestep, rather than every tick
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`generic_system` | [`ecs/generic_system.rs`](./ecs/generic_system.rs) | Shows how to create systems that can be reused with different types
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`hierarchy` | [`ecs/hierarchy.rs`](./ecs/hierarchy.rs) | Creates a hierarchy of parents and children entities
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`iter_combinations` | [`ecs/iter_combinations.rs`](./ecs/iter_combinations.rs) | Shows how to iterate over combinations of query results.
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`parallel_query` | [`ecs/parallel_query.rs`](./ecs/parallel_query.rs) | Illustrates parallel queries with `ParallelIterator`
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91
examples/ecs/generic_system.rs
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91
examples/ecs/generic_system.rs
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@ -0,0 +1,91 @@
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use bevy::{ecs::component::Component, prelude::*};
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/// Generic types allow us to reuse logic across many related systems,
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/// allowing us to specialize our function's behavior based on which type (or types) are passed in.
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///
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/// This is commonly useful for working on related components or resources,
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/// where we want to have unique types for querying purposes but want them all to work the same way.
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/// This is particularly powerful when combined with user-defined traits to add more functionality to these related types.
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/// Remember to insert a specialized copy of the system into the schedule for each type that you want to operate on!
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///
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/// For more advice on working with generic types in Rust, check out <https://doc.rust-lang.org/book/ch10-01-syntax.html>
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/// or <https://doc.rust-lang.org/rust-by-example/generics.html>
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#[derive(Debug, Clone, Eq, PartialEq, Hash)]
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enum AppState {
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MainMenu,
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InGame,
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}
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#[derive(Component)]
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struct TextToPrint(String);
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#[derive(Component)]
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struct PrinterTick(bevy::prelude::Timer);
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#[derive(Component)]
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struct MenuClose;
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#[derive(Component)]
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struct LevelUnload;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_state(AppState::MainMenu)
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.add_startup_system(setup_system)
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.add_system(print_text_system)
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.add_system_set(
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SystemSet::on_update(AppState::MainMenu).with_system(transition_to_in_game_system),
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)
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// add the cleanup systems
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.add_system_set(
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// Pass in the types your system should operate on using the ::<T> (turbofish) syntax
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SystemSet::on_exit(AppState::MainMenu).with_system(cleanup_system::<MenuClose>),
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)
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.add_system_set(
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SystemSet::on_exit(AppState::InGame).with_system(cleanup_system::<LevelUnload>),
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)
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.run();
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}
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fn setup_system(mut commands: Commands) {
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commands
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.spawn()
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.insert(PrinterTick(bevy::prelude::Timer::from_seconds(1.0, true)))
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.insert(TextToPrint(
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"I will print until you press space.".to_string(),
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))
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.insert(MenuClose);
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commands
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.spawn()
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.insert(PrinterTick(bevy::prelude::Timer::from_seconds(1.0, true)))
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.insert(TextToPrint("I will always print".to_string()))
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.insert(LevelUnload);
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}
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fn print_text_system(time: Res<Time>, mut query: Query<(&mut PrinterTick, &TextToPrint)>) {
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for (mut timer, text) in query.iter_mut() {
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if timer.0.tick(time.delta()).just_finished() {
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info!("{}", text.0);
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}
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}
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}
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fn transition_to_in_game_system(
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mut state: ResMut<State<AppState>>,
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keyboard_input: Res<Input<KeyCode>>,
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) {
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if keyboard_input.pressed(KeyCode::Space) {
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state.set(AppState::InGame).unwrap();
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}
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}
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// Type arguments on functions come after the function name, but before ordinary arguments.
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// Here, the `Component` trait is a trait bound on T, our generic type
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fn cleanup_system<T: Component>(mut commands: Commands, query: Query<Entity, With<T>>) {
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for e in query.iter() {
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commands.entity(e).despawn_recursive();
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}
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}
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