use bevy_ecs::prelude::*; // In this example a system sends a custom event with a 50/50 chance during any frame. // If an event was send, it will be printed by the console in a receiving system. fn main() { // Create a new empty world and add the event as a resource let mut world = World::new(); world.insert_resource(Events::::default()); // Create a schedule to store our systems let mut schedule = Schedule::default(); // Events need to be updated in every frame in order to clear our buffers. // This update should happen before we use the events. // Here, we use system sets to control the ordering. #[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)] pub struct FlushEvents; schedule.add_systems(Events::::update_system.in_set(FlushEvents)); // Add systems sending and receiving events after the events are flushed. schedule.add_systems(( sending_system.after(FlushEvents), receiving_system.after(sending_system), )); // Simulate 10 frames of our world for iteration in 1..=10 { println!("Simulating frame {iteration}/10"); schedule.run(&mut world); } } // This is our event that we will send and receive in systems struct MyEvent { pub message: String, pub random_value: f32, } // In every frame we will send an event with a 50/50 chance fn sending_system(mut event_writer: EventWriter) { let random_value: f32 = rand::random(); if random_value > 0.5 { event_writer.send(MyEvent { message: "A random event with value > 0.5".to_string(), random_value, }); } } // This system listens for events of the type MyEvent // If an event is received it will be printed to the console fn receiving_system(mut event_reader: EventReader) { for my_event in event_reader.iter() { println!( " Received message {:?}, with random value of {}", my_event.message, my_event.random_value ); } }