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https://github.com/bevyengine/bevy
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Move clone_entity
commands to EntityCommands
(#16672)
## Objective I was resolving a conflict between #16132 and my PR #15929 and thought the `clone_entity` commands made more sense in `EntityCommands`. ## Solution Moved `Commands::clone_entity` to `EntityCommands::clone`, moved `Commands::clone_entity_with` to `EntityCommands::clone_with`. ## Testing Ran the two tests that used the old methods. ## Showcase ``` // Create a new entity and keep its EntityCommands. let mut entity = commands.spawn((ComponentA(10), ComponentB(20))); // Create a clone of the first entity let mut entity_clone = entity.clone(); ``` The only potential downside is that the method name is now the same as the one from the `Clone` trait. `EntityCommands` doesn't implement `Clone` though, so there's no actual conflict. Maybe I'm biased because this'll work better with my PR, but I think the UX is nicer regardless.
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2 changed files with 82 additions and 65 deletions
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@ -272,69 +272,6 @@ impl<'w, 's> Commands<'w, 's> {
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}
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}
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/// Clones an entity and allows configuring cloning behavior using [`EntityCloneBuilder`], returning [`EntityCommands`] of the cloned entity.
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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///
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/// #[derive(Component, Clone)]
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/// struct ComponentA(u32);
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/// #[derive(Component, Clone)]
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/// struct ComponentB(u32);
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///
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/// fn example_system(mut commands: Commands) {
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/// // Create a new entity and retrieve its id.
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/// let entity = commands.spawn((ComponentA(10), ComponentB(20))).id();
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///
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/// // Create a clone of the first entity, but without ComponentB
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/// let entity_clone = commands.clone_entity_with(entity, |builder| {
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/// builder.deny::<ComponentB>();
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/// }).id();
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/// }
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/// # bevy_ecs::system::assert_is_system(example_system);
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pub fn clone_entity_with(
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&mut self,
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entity: Entity,
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f: impl FnOnce(&mut EntityCloneBuilder) + Send + Sync + 'static,
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) -> EntityCommands<'_> {
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let cloned_entity = self.spawn_empty().id();
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self.queue(move |world: &mut World| {
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let mut builder = EntityCloneBuilder::new(world);
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f(&mut builder);
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builder.clone_entity(entity, cloned_entity);
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});
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EntityCommands {
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commands: self.reborrow(),
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entity: cloned_entity,
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}
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}
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/// Clones an entity and returns [`EntityCommands`] of the cloned entity.
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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///
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/// #[derive(Component, Clone)]
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/// struct ComponentA(u32);
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/// #[derive(Component, Clone)]
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/// struct ComponentB(u32);
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///
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/// fn example_system(mut commands: Commands) {
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/// // Create a new entity and retrieve its id.
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/// let entity = commands.spawn((ComponentA(10), ComponentB(20))).id();
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///
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/// // Create a clone of the first entity
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/// let entity_clone = commands.clone_entity(entity).id();
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/// }
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/// # bevy_ecs::system::assert_is_system(example_system);
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pub fn clone_entity(&mut self, entity: Entity) -> EntityCommands<'_> {
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self.clone_entity_with(entity, |_| {})
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}
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/// Reserves a new empty [`Entity`] to be spawned, and returns its corresponding [`EntityCommands`].
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///
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/// See [`World::spawn_empty`] for more details.
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@ -1780,6 +1717,73 @@ impl<'a> EntityCommands<'a> {
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) -> &mut Self {
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self.queue(observe(system))
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}
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/// Clones an entity and returns the [`EntityCommands`] of the clone.
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///
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/// # Panics
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///
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/// The command will panic when applied if the original entity does not exist.
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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///
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/// #[derive(Component, Clone)]
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/// struct ComponentA(u32);
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/// #[derive(Component, Clone)]
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/// struct ComponentB(u32);
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///
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/// fn example_system(mut commands: Commands) {
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/// // Create a new entity and keep its EntityCommands.
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/// let mut entity = commands.spawn((ComponentA(10), ComponentB(20)));
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///
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/// // Create a clone of the first entity
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/// let entity_clone = entity.clone();
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/// }
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/// # bevy_ecs::system::assert_is_system(example_system);
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pub fn clone(&mut self) -> EntityCommands<'_> {
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self.clone_with(|_| {})
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}
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/// Clones an entity and allows configuring cloning behavior using [`EntityCloneBuilder`],
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/// returning the [`EntityCommands`] of the clone.
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///
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/// # Panics
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///
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/// The command will panic when applied if the original entity does not exist.
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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///
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/// #[derive(Component, Clone)]
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/// struct ComponentA(u32);
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/// #[derive(Component, Clone)]
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/// struct ComponentB(u32);
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///
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/// fn example_system(mut commands: Commands) {
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/// // Create a new entity and keep its EntityCommands.
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/// let mut entity = commands.spawn((ComponentA(10), ComponentB(20)));
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///
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/// // Create a clone of the first entity, but without ComponentB
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/// let entity_clone = entity.clone_with(|builder| {
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/// builder.deny::<ComponentB>();
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/// });
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/// }
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/// # bevy_ecs::system::assert_is_system(example_system);
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pub fn clone_with(
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&mut self,
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f: impl FnOnce(&mut EntityCloneBuilder) + Send + Sync + 'static,
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) -> EntityCommands<'_> {
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let entity_clone = self.commands().spawn_empty().id();
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self.queue(clone_entity_with(entity_clone, f));
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EntityCommands {
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commands: self.commands_mut().reborrow(),
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entity: entity_clone,
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}
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}
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}
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/// A wrapper around [`EntityCommands`] with convenience methods for working with a specified component type.
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@ -2254,6 +2258,17 @@ fn observe<E: Event, B: Bundle, M>(
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}
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}
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fn clone_entity_with(
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entity_clone: Entity,
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f: impl FnOnce(&mut EntityCloneBuilder) + Send + Sync + 'static,
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) -> impl EntityCommand {
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move |entity: Entity, world: &mut World| {
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let mut builder = EntityCloneBuilder::new(world);
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f(&mut builder);
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builder.clone_entity(entity, entity_clone);
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}
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}
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#[cfg(test)]
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#[allow(clippy::float_cmp, clippy::approx_constant)]
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mod tests {
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@ -443,7 +443,8 @@ mod tests {
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})
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.id();
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let e_clone = commands
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.clone_entity_with(e, |builder| {
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.entity(e)
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.clone_with(|builder| {
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builder.recursive(true);
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})
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.id();
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@ -481,7 +482,8 @@ mod tests {
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let parent = commands.spawn_empty().add_child(child).id();
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let child_clone = commands
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.clone_entity_with(child, |builder| {
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.entity(child)
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.clone_with(|builder| {
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builder.as_child(true);
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})
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.id();
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