mirror of
https://github.com/bevyengine/bevy
synced 2025-02-16 14:08:32 +00:00
rename add_plugin_group to add_plugins (#773)
This commit is contained in:
parent
9871e7e24b
commit
66f2f76a18
50 changed files with 55 additions and 55 deletions
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@ -272,14 +272,14 @@ impl AppBuilder {
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self
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}
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pub fn add_plugin_group<T: PluginGroup>(&mut self, mut group: T) -> &mut Self {
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pub fn add_plugins<T: PluginGroup>(&mut self, mut group: T) -> &mut Self {
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let mut plugin_group_builder = PluginGroupBuilder::default();
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group.build(&mut plugin_group_builder);
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plugin_group_builder.finish(self);
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self
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}
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pub fn add_plugin_group_with<T, F>(&mut self, mut group: T, func: F) -> &mut Self
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pub fn add_plugins_with<T, F>(&mut self, mut group: T, func: F) -> &mut Self
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where
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T: PluginGroup,
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F: FnOnce(&mut PluginGroupBuilder) -> &mut PluginGroupBuilder,
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@ -2,7 +2,7 @@ use bevy::prelude::*;
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.run();
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}
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@ -2,7 +2,7 @@ use bevy::prelude::*;
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.add_system(animate_sprite_system.system())
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.run();
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@ -4,7 +4,7 @@ use bevy::{asset::LoadState, prelude::*, sprite::TextureAtlasBuilder};
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fn main() {
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App::build()
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.init_resource::<RpgSpriteHandles>()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.add_system(load_atlas.system())
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.run();
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@ -3,7 +3,7 @@ use bevy::prelude::*;
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fn main() {
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App::build()
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.add_resource(Msaa { samples: 4 })
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.run();
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}
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@ -3,7 +3,7 @@ use bevy::prelude::*;
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fn main() {
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App::build()
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.add_resource(Msaa { samples: 4 })
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.run();
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}
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@ -6,7 +6,7 @@ use bevy::prelude::*;
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fn main() {
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App::build()
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.add_resource(Msaa { samples: 4 })
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.run();
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}
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@ -5,7 +5,7 @@ use bevy::prelude::*;
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fn main() {
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App::build()
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.add_resource(Msaa { samples: 4 })
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.add_system(rotator_system.system())
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.run();
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@ -10,7 +10,7 @@ use rand::{rngs::StdRng, Rng, SeedableRng};
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/// NOTE: Bevy still has a number of optimizations to do in this area. Expect the performance here to go way up in the future
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_plugin(FrameTimeDiagnosticsPlugin::default())
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.add_plugin(PrintDiagnosticsPlugin::default())
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.add_startup_system(setup.system())
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@ -3,7 +3,7 @@ use bevy::prelude::*;
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/// This example shows various ways to configure texture materials in 3D
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.run();
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}
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@ -9,7 +9,7 @@ use bevy::{
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/// This example visualizes camera z-ordering by setting the material of rotating cubes to their distance from the camera
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.add_system(rotator_system.system())
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.add_system(camera_order_color_system.system())
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@ -1,5 +1,5 @@
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use bevy::prelude::*;
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fn main() {
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App::build().add_plugin_group(DefaultPlugins).run();
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App::build().add_plugins(DefaultPlugins).run();
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}
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@ -13,7 +13,7 @@ fn main() {
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// this app runs once
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App::build()
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.add_resource(ScheduleRunnerSettings::run_once())
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.add_plugin_group(MinimalPlugins)
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.add_plugins(MinimalPlugins)
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.add_system(hello_world_system.system())
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.run();
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@ -22,7 +22,7 @@ fn main() {
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.add_resource(ScheduleRunnerSettings::run_loop(Duration::from_secs_f64(
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1.0 / 60.0,
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)))
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.add_plugin_group(MinimalPlugins)
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.add_plugins(MinimalPlugins)
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.add_system(counter.system())
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.run();
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}
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@ -6,7 +6,7 @@ use std::time::Duration;
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/// This example illustrates how to create a simple plugin that prints out a message.
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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// plugins are registered as part of the "app building" process
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.add_plugin(PrintMessagePlugin {
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wait_duration: Duration::from_secs(1),
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@ -4,11 +4,11 @@ use bevy::{app::PluginGroupBuilder, prelude::*};
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fn main() {
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App::build()
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// Two PluginGroups that are included with bevy are DefaultPlugins and MinimalPlugins
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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// Adding a plugin group adds all plugins in the group by default
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.add_plugin_group(HelloWorldPlugins)
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.add_plugins(HelloWorldPlugins)
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// You can also modify a PluginGroup (such as disabling plugins) like this:
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// .add_plugin_group_with(HelloWorldPlugins, |group| {
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// .add_plugins_with(HelloWorldPlugins, |group| {
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// group
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// .disable::<PrintWorldPlugin>()
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// .add_before::<PrintHelloPlugin, _>(bevy::diagnostic::PrintDiagnosticsPlugin::default())
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@ -7,7 +7,7 @@ fn main() {
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return_from_run: true,
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})
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.add_resource(ClearColor(Color::rgb(0.2, 0.2, 0.8)))
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.run();
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println!("Running another App.");
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App::build()
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@ -15,7 +15,7 @@ fn main() {
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return_from_run: true,
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})
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.add_resource(ClearColor(Color::rgb(0.2, 0.8, 0.2)))
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.run();
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println!("Done.");
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}
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@ -5,6 +5,6 @@ use bevy::prelude::*;
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fn main() {
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App::build()
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.add_resource(DefaultTaskPoolOptions::with_num_threads(4))
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.run();
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}
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@ -4,7 +4,7 @@ use bevy::prelude::*;
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fn main() {
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App::build()
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.add_resource(Msaa { samples: 4 })
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.run();
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}
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@ -35,7 +35,7 @@ impl AssetLoader for CustomAssetLoader {
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.init_resource::<State>()
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.add_asset::<CustomAsset>()
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.init_asset_loader::<CustomAssetLoader>()
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@ -5,7 +5,7 @@ use bevy::prelude::*;
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/// This example illustrates hot reloading mesh changes.
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.run();
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}
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@ -3,7 +3,7 @@ use bevy::prelude::*;
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/// This example illustrates how to load and play an audio file
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.run();
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}
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@ -6,7 +6,7 @@ use bevy::{
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/// This example illustrates how to create a custom diagnostic
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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// The "print diagnostics" plugin is optional. It just visualizes our diagnostics in the console
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.add_plugin(PrintDiagnosticsPlugin::default())
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.add_startup_system(setup_diagnostic_system.system())
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@ -5,7 +5,7 @@ use bevy::{
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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// Adds frame time diagnostics
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.add_plugin(FrameTimeDiagnosticsPlugin::default())
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// Adds a system that prints diagnostics to the console
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@ -4,7 +4,7 @@ use bevy::prelude::*;
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/// and a system that prints a message whenever the event is received.
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_event::<MyEvent>()
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.init_resource::<EventTriggerState>()
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.add_system(event_trigger_system.system())
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@ -2,7 +2,7 @@ use bevy::prelude::*;
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.add_system(rotate.system())
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.run();
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@ -73,7 +73,7 @@ fn bounce_system(
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_startup_system(spawn_system.system())
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.add_system(move_system.system())
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.add_system(bounce_system.system())
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@ -7,7 +7,7 @@ use bevy::{
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/// An implementation of the classic game "Breakout"
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_resource(Scoreboard { score: 0 })
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.add_resource(ClearColor(Color::rgb(0.9, 0.9, 0.9)))
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.add_startup_system(setup.system())
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@ -4,7 +4,7 @@ use bevy_utils::HashSet;
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.init_resource::<GamepadLobby>()
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.add_system_to_stage(stage::PRE_UPDATE, connection_system.system())
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.add_system(gamepad_system.system())
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@ -3,7 +3,7 @@ use bevy_input::gamepad::{GamepadEvent, GamepadEventType};
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_system(gamepad_events.system())
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.run();
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}
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@ -5,7 +5,7 @@ use bevy::{
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_system(keyboard_input_system.system())
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.run();
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}
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@ -2,7 +2,7 @@ use bevy::{input::keyboard::KeyboardInput, prelude::*};
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_system(print_keyboard_event_system.system())
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.run();
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}
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@ -2,7 +2,7 @@ use bevy::prelude::*;
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_system(mouse_click_system.system())
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.run();
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}
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@ -6,7 +6,7 @@ use bevy::{
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_system(print_mouse_events_system.system())
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.run();
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}
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@ -2,7 +2,7 @@ use bevy::{input::touch::*, prelude::*};
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_system(touch_system.system())
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.run();
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}
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@ -2,7 +2,7 @@ use bevy::{input::touch::*, prelude::*};
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_system(touch_event_system.system())
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.run();
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}
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@ -17,7 +17,7 @@ extern "C" fn main_rs() {
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..Default::default()
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})
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.add_resource(Msaa { samples: 4 })
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.run();
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}
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@ -11,7 +11,7 @@ use serde::{Deserialize, Serialize};
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/// familiar with "reflection" in other languages, Properties are very similar to that concept.
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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// If you need to deserialize custom property types, register them like this:
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.register_property::<Test>()
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.register_property::<Nested>()
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@ -3,7 +3,7 @@ use bevy::{prelude::*, type_registry::TypeRegistry};
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/// This example illustrates loading and saving scenes from files
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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// Registering components informs Bevy that they exist. This allows them to be used when loading scenes
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// This step is only required if you want to load your components from scene files.
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// Unregistered components can still be used in your code, but they will be ignored during scene save/load.
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@ -13,7 +13,7 @@ use bevy::{
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/// This example illustrates how to add a custom attribute to a mesh and use it in a custom shader.
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_asset::<MyMaterialWithVertexColorSupport>()
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.add_startup_system(setup.system())
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.run();
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@ -13,7 +13,7 @@ use bevy::{
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/// This example illustrates how to create a custom material asset and a shader that uses that material
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_asset::<MyMaterial>()
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.add_startup_system(setup.system())
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.run();
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@ -14,7 +14,7 @@ use bevy::{
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/// In Bevy, "shader defs" are a way to selectively enable parts of a shader based on values set in a component or asset.
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_asset::<MyMaterial>()
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.add_startup_system(setup.system())
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.add_system_to_stage(
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@ -3,7 +3,7 @@ use bevy::prelude::*;
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/// This example illustrates how to create a button that changes color and text based on its interaction state.
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fn main() {
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App::build()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.init_resource::<ButtonMaterials>()
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.add_startup_system(setup.system())
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.add_system(button_system.system())
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@ -4,7 +4,7 @@ use bevy::{prelude::*, text::FontAtlasSet};
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fn main() {
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App::build()
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.init_resource::<State>()
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.add_plugin_group(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.add_system(text_update_system.system())
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.add_system(atlas_render_system.system())
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@ -6,7 +6,7 @@ use bevy::{
|
|||
/// This example illustrates how to create text and update it in a system. It displays the current FPS in the upper left hand corner.
|
||||
fn main() {
|
||||
App::build()
|
||||
.add_plugin_group(DefaultPlugins)
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_plugin(FrameTimeDiagnosticsPlugin::default())
|
||||
.add_startup_system(setup.system())
|
||||
.add_system(text_update_system.system())
|
||||
|
|
|
@ -3,7 +3,7 @@ use bevy::prelude::*;
|
|||
/// This example illustrates the various features of Bevy UI.
|
||||
fn main() {
|
||||
App::build()
|
||||
.add_plugin_group(DefaultPlugins)
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_startup_system(setup.system())
|
||||
.run();
|
||||
}
|
||||
|
|
|
@ -19,7 +19,7 @@ fn main() {
|
|||
.add_resource(AssetServerSettings {
|
||||
asset_folder: "/".to_string(),
|
||||
})
|
||||
.add_plugin_group(DefaultPlugins)
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_asset::<RustSourceCode>()
|
||||
.init_asset_loader::<RustSourceCodeLoader>()
|
||||
.add_startup_system(load_asset.system())
|
||||
|
|
|
@ -22,7 +22,7 @@ fn main() {
|
|||
height: 300,
|
||||
..Default::default()
|
||||
})
|
||||
.add_plugin_group(DefaultPlugins)
|
||||
.add_plugins(DefaultPlugins)
|
||||
// One time greet
|
||||
.add_startup_system(hello_wasm_system.system())
|
||||
// Track ticks (sanity check, whether game loop is running)
|
||||
|
|
|
@ -3,6 +3,6 @@ use bevy::{prelude::*, render::pass::ClearColor};
|
|||
fn main() {
|
||||
App::build()
|
||||
.add_resource(ClearColor(Color::rgb(0.5, 0.5, 0.9)))
|
||||
.add_plugin_group(DefaultPlugins)
|
||||
.add_plugins(DefaultPlugins)
|
||||
.run();
|
||||
}
|
||||
|
|
|
@ -16,7 +16,7 @@ use bevy::{
|
|||
fn main() {
|
||||
App::build()
|
||||
.add_resource(Msaa { samples: 4 })
|
||||
.add_plugin_group(DefaultPlugins)
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_startup_system(setup.system())
|
||||
.run();
|
||||
}
|
||||
|
|
|
@ -11,7 +11,7 @@ fn main() {
|
|||
resizable: false,
|
||||
..Default::default()
|
||||
})
|
||||
.add_plugin_group(DefaultPlugins)
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_system(change_title.system())
|
||||
.add_system(toggle_cursor.system())
|
||||
.run();
|
||||
|
|
Loading…
Add table
Reference in a new issue