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Add system sets and run criteria example (#1909)
If accepted, fixes #1694 . I wanted to explore system sets and run criteria a bit, so made an example expanding a bit on the snippets shown in the 0.5 release post. Shows a couple of system sets, uses system labels, run criterion, and a use of the interesting `RunCriterion::pipe` functionality.
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@ -294,6 +294,10 @@ path = "examples/ecs/system_chaining.rs"
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name = "system_param"
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path = "examples/ecs/system_param.rs"
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[[example]]
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name = "system_sets"
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path = "examples/ecs/system_sets.rs"
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[[example]]
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name = "timers"
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path = "examples/ecs/timers.rs"
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@ -150,6 +150,7 @@ Example | File | Description
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`state` | [`ecs/state.rs`](./ecs/state.rs) | Illustrates how to use States to control transitioning from a Menu state to an InGame state
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`system_chaining` | [`ecs/system_chaining.rs`](./ecs/system_chaining.rs) | Chain two systems together, specifying a return type in a system (such as `Result`)
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`system_param` | [`ecs/system_param.rs`](./ecs/system_param.rs) | Illustrates creating custom system parameters with `SystemParam`
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`system_sets` | [`ecs/system_sets.rs`](./ecs/system_sets.rs) | Shows `SystemSet` use along with run criterion
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`timers` | [`ecs/timers.rs`](./ecs/timers.rs) | Illustrates ticking `Timer` resources inside systems and handling their state
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## Games
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163
examples/ecs/system_sets.rs
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163
examples/ecs/system_sets.rs
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@ -0,0 +1,163 @@
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use bevy::{app::AppExit, ecs::schedule::ShouldRun, prelude::*};
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/// A [SystemLabel] can be applied as a label to systems and system sets,
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/// which can then be referred to from other systems.
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/// This is useful in case a user wants to e.g. run _before_ or _after_
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/// some label.
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/// `Clone`, `Hash`, `Debug`, `PartialEq`, `Eq`, are all required to derive
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/// [SystemLabel].
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#[derive(Clone, Hash, Debug, PartialEq, Eq, SystemLabel)]
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struct Physics;
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#[derive(Clone, Hash, Debug, PartialEq, Eq, SystemLabel)]
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struct PostPhysics;
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/// Resource used to stop our example.
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#[derive(Default)]
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struct Done(bool);
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/// This is used to show that within a [SystemSet], individual systems can also
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/// be labelled, allowing further fine tuning of run ordering.
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#[derive(Clone, Hash, Debug, PartialEq, Eq, SystemLabel)]
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pub enum PhysicsSystem {
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UpdateVelocity,
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Movement,
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}
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/// This example realizes the following scheme:
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///
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/// ```none
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/// Physics (Criteria: App has run < 1.0 seconds)
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/// \--> update_velocity (via label PhysicsSystem::UpdateVelocity)
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/// \--> movement (via label PhysicsSystem::Movement)
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/// PostPhysics (Criteria: Resource `done` is false)
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/// \--> collision || sfx
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/// Exit (Criteria: Resource `done` is true)
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/// \--> exit
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/// ```
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///
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/// The `Physics` label represents a [SystemSet] containing two systems.
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/// This set's criteria is to stop after a second has elapsed.
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/// The two systems (update_velocity, movement) runs in a specified order.
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///
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/// Another label `PostPhysics` uses run criteria to only run after `Physics` has finished.
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/// This set's criteria is to run only when _not done_, as specified via a resource.
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/// The two systems here (collision, sfx) are not specified to run in any order, and the actual
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/// ordering can then change between invocations.
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///
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/// Lastly a system with run criterion _done_ is used to exit the app.
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/// ```
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fn main() {
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App::build()
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.add_plugins(DefaultPlugins)
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.init_resource::<Done>()
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// Note that the system sets added in this example set their run criteria explicitly.
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// See the `ecs/state.rs` example for a pattern where run criteria are set implicitly for common
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// use cases- typically state transitions.
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// Also note that a system set has a single run criterion at most, which means using `.with_run_criteria(...)`
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// after `SystemSet::on_update(...)` would override the state transition criterion.
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.add_system_set(
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SystemSet::new()
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// This label is added to all systems in this set.
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// The label can then be referred to elsewhere (other sets).
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.label(Physics)
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// This criteria ensures this whole system set only runs when this system's
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// output says so (ShouldRun::Yes)
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.with_run_criteria(run_for_a_second.system())
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.with_system(
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update_velocity
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.system()
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// Only applied to the `update_velocity` system
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.label(PhysicsSystem::UpdateVelocity),
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)
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.with_system(
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movement
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.system()
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// Only applied to the `movement` system
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.label(PhysicsSystem::Movement)
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// Enforce order within this system by specifying this
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.after(PhysicsSystem::UpdateVelocity),
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),
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)
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.add_system_set(
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SystemSet::new()
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.label(PostPhysics)
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// This whole set runs after `Physics` (which in this case is a label for
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// another set).
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// There is also `.before(..)`.
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.after(Physics)
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// This shows that we can modify existing run criteria results.
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// Here we create a _not done_ criteria by piping the output of
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// the `is_done` system and inverting the output.
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// Notice a string literal also works as a label.
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.with_run_criteria(RunCriteria::pipe("is_done_label", inverse.system()))
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// `collision` and `sfx` are not ordered with respect to
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// each other, and may run in any order
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.with_system(collision.system())
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.with_system(sfx.system()),
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)
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.add_system(
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exit.system()
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.after(PostPhysics)
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// Label the run criteria such that the `PostPhysics` set can reference it
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.with_run_criteria(is_done.system().label("is_done_label")),
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)
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.run();
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}
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/// Example of a run criteria.
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/// Here we only want to run for a second, then stop.
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fn run_for_a_second(time: Res<Time>, mut done: ResMut<Done>) -> ShouldRun {
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let elapsed = time.seconds_since_startup();
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if elapsed < 1.0 {
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info!(
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"We should run again. Elapsed/remaining: {:.2}s/{:.2}s",
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elapsed,
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1.0 - elapsed
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);
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ShouldRun::Yes
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} else {
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done.0 = true;
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ShouldRun::No
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}
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}
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/// Another run criteria, simply using a resource.
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fn is_done(done: Res<Done>) -> ShouldRun {
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if done.0 {
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ShouldRun::Yes
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} else {
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ShouldRun::No
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}
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}
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/// Used with [RunCritera::pipe], inverts the result of the
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/// passed system.
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fn inverse(input: In<ShouldRun>) -> ShouldRun {
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match input.0 {
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ShouldRun::No => ShouldRun::Yes,
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ShouldRun::Yes => ShouldRun::No,
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_ => unreachable!(),
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}
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}
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fn update_velocity() {
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info!("Updating velocity");
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}
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fn movement() {
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info!("Updating movement");
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}
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fn collision() {
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info!("Physics done- checking collisions");
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}
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fn sfx() {
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info!("Physics done- playing some sfx");
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}
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fn exit(mut app_exit_events: EventWriter<AppExit>) {
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info!("Exiting...");
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app_exit_events.send(AppExit);
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}
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