//! Generic types allow us to reuse logic across many related systems, //! allowing us to specialize our function's behavior based on which type (or types) are passed in. //! //! This is commonly useful for working on related components or resources, //! where we want to have unique types for querying purposes but want them all to work the same way. //! This is particularly powerful when combined with user-defined traits to add more functionality to these related types. //! Remember to insert a specialized copy of the system into the schedule for each type that you want to operate on! //! //! For more advice on working with generic types in Rust, check out //! or use bevy::prelude::*; #[derive(Debug, Clone, Eq, PartialEq, Hash)] enum AppState { MainMenu, InGame, } #[derive(Component)] struct TextToPrint(String); #[derive(Component, Deref, DerefMut)] struct PrinterTick(Timer); #[derive(Component)] struct MenuClose; #[derive(Component)] struct LevelUnload; fn main() { App::new() .add_plugins(DefaultPlugins) .add_state(AppState::MainMenu) .add_startup_system(setup_system) .add_system(print_text_system) .add_system_set( SystemSet::on_update(AppState::MainMenu).with_system(transition_to_in_game_system), ) // add the cleanup systems .add_system_set( // Pass in the types your system should operate on using the :: (turbofish) syntax SystemSet::on_exit(AppState::MainMenu).with_system(cleanup_system::), ) .add_system_set( SystemSet::on_exit(AppState::InGame).with_system(cleanup_system::), ) .run(); } fn setup_system(mut commands: Commands) { commands .spawn() .insert(PrinterTick(Timer::from_seconds(1.0, true))) .insert(TextToPrint( "I will print until you press space.".to_string(), )) .insert(MenuClose); commands .spawn() .insert(PrinterTick(Timer::from_seconds(1.0, true))) .insert(TextToPrint("I will always print".to_string())) .insert(LevelUnload); } fn print_text_system(time: Res