Add example for run conditions (#7652)

Added an example for run conditions. Fixes #7646 if we wait till #7605 is merged and include some of it features.
This commit is contained in:
Liam Gallagher 2023-02-18 05:32:59 +00:00
parent b2e1694c12
commit 50bba0f595
3 changed files with 108 additions and 0 deletions

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@ -936,6 +936,16 @@ description = "Query for entities that had a specific component removed earlier
category = "ECS (Entity Component System)"
wasm = false
[[example]]
name = "run_conditions"
path = "examples/ecs/run_conditions.rs"
[package.metadata.example.run_conditions]
name = "Run Conditions"
description = "Run systems only when one or multiple conditions are met"
category = "ECS (Entity Component System)"
wasm = false
[[example]]
name = "startup_system"
path = "examples/ecs/startup_system.rs"

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@ -205,6 +205,7 @@ Example | Description
[Nondeterministic System Order](../examples/ecs/nondeterministic_system_order.rs) | Systems run in paralell, but their order isn't always deteriministic. Here's how to detect and fix this.
[Parallel Query](../examples/ecs/parallel_query.rs) | Illustrates parallel queries with `ParallelIterator`
[Removal Detection](../examples/ecs/removal_detection.rs) | Query for entities that had a specific component removed earlier in the current frame
[Run Conditions](../examples/ecs/run_conditions.rs) | Run systems only when one or multiple conditions are met
[Startup System](../examples/ecs/startup_system.rs) | Demonstrates a startup system (one that runs once when the app starts up)
[State](../examples/ecs/state.rs) | Illustrates how to use States to control transitioning from a Menu state to an InGame state
[System Closure](../examples/ecs/system_closure.rs) | Show how to use closures as systems, and how to configure `Local` variables by capturing external state

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@ -0,0 +1,97 @@
//! This example demonstrates how to use run conditions to control when systems run.
use bevy::prelude::*;
fn main() {
println!();
println!("For the first 2 seconds you will not be able to increment the counter");
println!("Once that time has passed you can press space, enter, left mouse, right mouse or touch the screen to increment the counter");
println!();
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<InputCounter>()
.add_system(
increment_input_counter
// The common_conditions module has a few useful run conditions
// for checking resources and states. These are included in the prelude.
.run_if(resource_exists::<InputCounter>())
// This is our custom run condition. Both this and the
// above condition must be true for the system to run.
.run_if(has_user_input),
)
.add_system(
print_input_counter
// This is also a custom run condition but this time in the form of a closure.
// This is useful for small, simple run conditions you don't need to reuse.
// All the normal rules still apply: all parameters must be read only except for local parameters.
// In this case we will only run if the input counter resource exists and has changed but not just been added.
.run_if(|res: Option<Res<InputCounter>>| {
if let Some(counter) = res {
counter.is_changed() && !counter.is_added()
} else {
false
}
}),
)
.add_system(
print_time_message
// This function returns a custom run condition, much like the common conditions module.
// It will only return true once 2 seconds have passed.
.run_if(time_passed(2.0))
// You can use the `not` condition from the common_conditions module
// to inverse a run condition. In this case it will return true if
// less than 2.5 seconds have elapsed since the app started.
.run_if(not(time_passed(2.5))),
)
.run();
}
#[derive(Resource, Default)]
struct InputCounter(usize);
/// Return true if any of the defined inputs were just pressed.
/// This is a custom run condition, it can take any normal system parameters as long as
/// they are read only (except for local parameters which can be mutable).
/// It returns a bool which determines if the system should run.
fn has_user_input(
keyboard_input: Res<Input<KeyCode>>,
mouse_button_input: Res<Input<MouseButton>>,
touch_input: Res<Touches>,
) -> bool {
keyboard_input.just_pressed(KeyCode::Space)
|| keyboard_input.just_pressed(KeyCode::Return)
|| mouse_button_input.just_pressed(MouseButton::Left)
|| mouse_button_input.just_pressed(MouseButton::Right)
|| touch_input.any_just_pressed()
}
/// This is a function that returns a closure which can be used as a run condition.
/// This is useful because you can reuse the same run condition but with different variables.
/// This is how the common conditions module works.
fn time_passed(t: f32) -> impl FnMut(Local<f32>, Res<Time>) -> bool {
move |mut timer: Local<f32>, time: Res<Time>| {
// Tick the timer
*timer += time.delta_seconds();
// Return true if the timer has passed the time
*timer >= t
}
}
/// SYSTEM: Increment the input counter
/// Notice how we can take just the `ResMut` and not have to wrap
/// it in an option incase it hasen't been initialized, this is becuase
/// it has a run codition that checks if the `InputCounter` resource exsists
fn increment_input_counter(mut counter: ResMut<InputCounter>) {
counter.0 += 1;
}
/// SYSTEM: Print the input counter
fn print_input_counter(counter: Res<InputCounter>) {
println!("Input counter: {}", counter.0);
}
/// SYSTEM: Adds the input counter resource
fn print_time_message() {
println!("It has been more than 2 seconds since the program started and less than 2.5 seconds");
}