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.
This commit is contained in:
Grindv1k 2021-04-23 19:08:16 +00:00
parent d653ad2bda
commit 38feddb878
3 changed files with 168 additions and 0 deletions

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@ -294,6 +294,10 @@ path = "examples/ecs/system_chaining.rs"
name = "system_param"
path = "examples/ecs/system_param.rs"
[[example]]
name = "system_sets"
path = "examples/ecs/system_sets.rs"
[[example]]
name = "timers"
path = "examples/ecs/timers.rs"

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@ -150,6 +150,7 @@ Example | File | Description
`state` | [`ecs/state.rs`](./ecs/state.rs) | Illustrates how to use States to control transitioning from a Menu state to an InGame state
`system_chaining` | [`ecs/system_chaining.rs`](./ecs/system_chaining.rs) | Chain two systems together, specifying a return type in a system (such as `Result`)
`system_param` | [`ecs/system_param.rs`](./ecs/system_param.rs) | Illustrates creating custom system parameters with `SystemParam`
`system_sets` | [`ecs/system_sets.rs`](./ecs/system_sets.rs) | Shows `SystemSet` use along with run criterion
`timers` | [`ecs/timers.rs`](./ecs/timers.rs) | Illustrates ticking `Timer` resources inside systems and handling their state
## Games

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