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https://github.com/bevyengine/bevy
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Add missing closing ticks for inline examples and some cleanup (#3573)
# Objective - clean up documentation and inline examples ## Solution - add missing closing "```" - remove stray "```" - remove whitespace in inline examples - unify inline examples (remove some `rust` labels)
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9 changed files with 17 additions and 15 deletions
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@ -36,7 +36,7 @@
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//! Manually enabling dynamic linking is achieved by adding `bevy_dylib` as a dependency and
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//! adding the following code to the `main.rs` file:
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//!
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//! ```rust
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//! ```
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//! #[allow(unused_imports)]
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//! use bevy_dylib;
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//! ```
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@ -44,7 +44,7 @@
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//! It is recommended to disable the `bevy_dylib` dependency in release mode by adding the
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//! following code to the `use` statement to avoid having to ship additional files with your game:
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//!
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//! ```rust
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//! ```
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//! #[allow(unused_imports)]
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//! #[cfg(debug_assertions)] // new
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//! use bevy_dylib;
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@ -161,6 +161,7 @@ impl Schedule {
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/// # schedule.add_stage("target_stage", SystemStage::parallel());
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/// #
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/// schedule.add_stage_before("target_stage", "my_stage", SystemStage::parallel());
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/// ```
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pub fn add_stage_before<S: Stage>(
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&mut self,
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target: impl StageLabel,
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@ -197,6 +198,7 @@ impl Schedule {
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/// # schedule.add_stage("my_stage", SystemStage::parallel());
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/// #
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/// schedule.add_system_to_stage("my_stage", my_system);
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/// ```
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pub fn add_system_to_stage<Params>(
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&mut self,
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stage_label: impl StageLabel,
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@ -324,6 +326,7 @@ impl Schedule {
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/// # schedule.add_stage("my_stage", SystemStage::parallel());
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/// #
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/// let stage = schedule.get_stage_mut::<SystemStage>(&"my_stage").unwrap();
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/// ```
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pub fn get_stage_mut<T: Stage>(&mut self, label: &dyn StageLabel) -> Option<&mut T> {
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self.stages
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.get_mut(label)
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@ -367,7 +367,7 @@ impl<'w, 's, 'a> EntityCommands<'w, 's, 'a> {
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/// # use bevy_ecs::prelude::*;
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/// #
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/// fn my_system(mut commands: Commands) {
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/// let entity_id = commands.spawn().id();
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/// let entity_id = commands.spawn().id();
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/// }
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/// # my_system.system();
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/// ```
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@ -403,7 +403,7 @@ impl<'w, 's, 'a> EntityCommands<'w, 's, 'a> {
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/// health: Health(100),
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/// strength: Strength(40),
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/// defense: Defense(20),
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/// });
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/// });
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/// }
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/// # add_combat_stats_system.system();
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/// ```
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@ -477,7 +477,7 @@ impl<'w, 's, 'a> EntityCommands<'w, 's, 'a> {
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/// # struct CombatBundle { a: Dummy }; // dummy field, unit bundles are not permitted.
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/// #
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/// fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
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/// commands.entity(player.entity).remove_bundle::<CombatBundle>();
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/// commands.entity(player.entity).remove_bundle::<CombatBundle>();
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/// }
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/// # remove_combat_stats_system.system();
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/// ```
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@ -55,7 +55,7 @@ impl SystemMeta {
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// TODO: Actually use this in FunctionSystem. We should probably only do this once Systems are constructed using a World reference
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// (to avoid the need for unwrapping to retrieve SystemMeta)
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/// Holds on to persistent state required to drive [`SystemParam`] for a [`System`].
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/// Holds on to persistent state required to drive [`SystemParam`] for a [`System`].
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pub struct SystemState<Param: SystemParam> {
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meta: SystemMeta,
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param_state: <Param as SystemParam>::Fetch,
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@ -115,7 +115,7 @@ impl<Param: SystemParam> SystemState<Param> {
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/// Applies all state queued up for [`SystemParam`] values. For example, this will apply commands queued up
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/// by a [`Commands`](`super::Commands`) parameter to the given [`World`].
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/// This function should be called manually after the values returned by [`SystemState::get`] and [`SystemState::get_mut`]
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/// This function should be called manually after the values returned by [`SystemState::get`] and [`SystemState::get_mut`]
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/// are finished being used.
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pub fn apply(&mut self, world: &mut World) {
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self.param_state.apply(world);
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@ -150,7 +150,7 @@ impl<Param: SystemParam> SystemState<Param> {
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/// # Safety
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/// This call might access any of the input parameters in a way that violates Rust's mutability rules. Make sure the data
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/// access is safe in the context of global [`World`] access. The passed-in [`World`] _must_ be the [`World`] the [`SystemState`] was
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/// created with.
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/// created with.
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#[inline]
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pub unsafe fn get_unchecked_manual<'w, 's>(
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&'s mut self,
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@ -187,7 +187,7 @@ use thiserror::Error;
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/// # tuple_system.system();
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///
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/// # fn non_tuple_system(
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/// // This is the preferred method.
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/// // This is the preferred method.
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/// query: Query<&MyComponent>
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/// # ) {}
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/// # non_tuple_system.system();
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@ -493,15 +493,15 @@ impl World {
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///
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/// let mut world = World::new();
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/// let entities = world.spawn_batch(vec![
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/// (Position { x: 0.0, y: 0.0}, Velocity { x: 1.0, y: 0.0 }),
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/// (Position { x: 0.0, y: 0.0}, Velocity { x: 0.0, y: 1.0 }),
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/// (Position { x: 0.0, y: 0.0}, Velocity { x: 1.0, y: 0.0 }),
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/// (Position { x: 0.0, y: 0.0}, Velocity { x: 0.0, y: 1.0 }),
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/// ]).collect::<Vec<Entity>>();
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///
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/// let mut query = world.query::<(&mut Position, &Velocity)>();
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/// for (mut position, velocity) in query.iter_mut(&mut world) {
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/// position.x += velocity.x;
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/// position.y += velocity.y;
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/// }
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/// }
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///
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/// assert_eq!(world.get::<Position>(entities[0]).unwrap(), &Position { x: 1.0, y: 0.0 });
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/// assert_eq!(world.get::<Position>(entities[1]).unwrap(), &Position { x: 0.0, y: 1.0 });
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@ -3,7 +3,7 @@
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//!
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//! # Examples
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//!
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//! ```rust
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//! ```
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//! use bevy_render::mesh::VertexAttributeValues;
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//!
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//! // creating std::vec::Vec
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@ -46,7 +46,6 @@ pub enum PhysicsSystem {
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/// ordering can then change between invocations.
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///
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/// Lastly a system with run criterion _done_ is used to exit the app.
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/// ```
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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@ -24,7 +24,7 @@
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//! println!("hello world");
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//! }
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//! ```
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//!
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//! Don't let the simplicity of the example above fool you. Bevy is a [fully featured game engine](https://bevyengine.org)
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//! and it gets more powerful every day!
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//!
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