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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.
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10
Cargo.toml
10
Cargo.toml
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@ -936,6 +936,16 @@ description = "Query for entities that had a specific component removed earlier
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category = "ECS (Entity Component System)"
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wasm = false
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[[example]]
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name = "run_conditions"
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path = "examples/ecs/run_conditions.rs"
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[package.metadata.example.run_conditions]
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name = "Run Conditions"
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description = "Run systems only when one or multiple conditions are met"
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category = "ECS (Entity Component System)"
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wasm = false
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[[example]]
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name = "startup_system"
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path = "examples/ecs/startup_system.rs"
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@ -205,6 +205,7 @@ Example | Description
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[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.
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[Parallel Query](../examples/ecs/parallel_query.rs) | Illustrates parallel queries with `ParallelIterator`
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[Removal Detection](../examples/ecs/removal_detection.rs) | Query for entities that had a specific component removed earlier in the current frame
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[Run Conditions](../examples/ecs/run_conditions.rs) | Run systems only when one or multiple conditions are met
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[Startup System](../examples/ecs/startup_system.rs) | Demonstrates a startup system (one that runs once when the app starts up)
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[State](../examples/ecs/state.rs) | Illustrates how to use States to control transitioning from a Menu state to an InGame state
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[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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97
examples/ecs/run_conditions.rs
Normal file
97
examples/ecs/run_conditions.rs
Normal file
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@ -0,0 +1,97 @@
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//! This example demonstrates how to use run conditions to control when systems run.
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use bevy::prelude::*;
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fn main() {
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println!();
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println!("For the first 2 seconds you will not be able to increment the counter");
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println!("Once that time has passed you can press space, enter, left mouse, right mouse or touch the screen to increment the counter");
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println!();
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App::new()
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.add_plugins(DefaultPlugins)
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.init_resource::<InputCounter>()
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.add_system(
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increment_input_counter
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// The common_conditions module has a few useful run conditions
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// for checking resources and states. These are included in the prelude.
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.run_if(resource_exists::<InputCounter>())
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// This is our custom run condition. Both this and the
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// above condition must be true for the system to run.
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.run_if(has_user_input),
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)
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.add_system(
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print_input_counter
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// This is also a custom run condition but this time in the form of a closure.
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// This is useful for small, simple run conditions you don't need to reuse.
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// All the normal rules still apply: all parameters must be read only except for local parameters.
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// In this case we will only run if the input counter resource exists and has changed but not just been added.
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.run_if(|res: Option<Res<InputCounter>>| {
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if let Some(counter) = res {
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counter.is_changed() && !counter.is_added()
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} else {
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false
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}
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}),
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)
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.add_system(
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print_time_message
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// This function returns a custom run condition, much like the common conditions module.
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// It will only return true once 2 seconds have passed.
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.run_if(time_passed(2.0))
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// You can use the `not` condition from the common_conditions module
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// to inverse a run condition. In this case it will return true if
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// less than 2.5 seconds have elapsed since the app started.
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.run_if(not(time_passed(2.5))),
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)
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.run();
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}
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#[derive(Resource, Default)]
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struct InputCounter(usize);
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/// Return true if any of the defined inputs were just pressed.
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/// This is a custom run condition, it can take any normal system parameters as long as
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/// they are read only (except for local parameters which can be mutable).
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/// It returns a bool which determines if the system should run.
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fn has_user_input(
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keyboard_input: Res<Input<KeyCode>>,
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mouse_button_input: Res<Input<MouseButton>>,
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touch_input: Res<Touches>,
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) -> bool {
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keyboard_input.just_pressed(KeyCode::Space)
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|| keyboard_input.just_pressed(KeyCode::Return)
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|| mouse_button_input.just_pressed(MouseButton::Left)
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|| mouse_button_input.just_pressed(MouseButton::Right)
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|| touch_input.any_just_pressed()
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}
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/// This is a function that returns a closure which can be used as a run condition.
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/// This is useful because you can reuse the same run condition but with different variables.
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/// This is how the common conditions module works.
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fn time_passed(t: f32) -> impl FnMut(Local<f32>, Res<Time>) -> bool {
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move |mut timer: Local<f32>, time: Res<Time>| {
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// Tick the timer
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*timer += time.delta_seconds();
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// Return true if the timer has passed the time
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*timer >= t
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}
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}
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/// SYSTEM: Increment the input counter
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/// Notice how we can take just the `ResMut` and not have to wrap
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/// it in an option incase it hasen't been initialized, this is becuase
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/// it has a run codition that checks if the `InputCounter` resource exsists
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fn increment_input_counter(mut counter: ResMut<InputCounter>) {
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counter.0 += 1;
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}
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/// SYSTEM: Print the input counter
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fn print_input_counter(counter: Res<InputCounter>) {
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println!("Input counter: {}", counter.0);
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}
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/// SYSTEM: Adds the input counter resource
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fn print_time_message() {
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println!("It has been more than 2 seconds since the program started and less than 2.5 seconds");
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}
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