//! This example shows how you can know when a [`Component`] has been removed, so you can react to it. //! //! When a [`Component`] is removed from an [`Entity`], all [`Observer`] with an [`OnRemove`] trigger for //! that [`Component`] will be notified. These observers will be called immediately after the //! [`Component`] is removed. For more info on observers, see the //! [observers example](https://github.com/bevyengine/bevy/blob/main/examples/ecs/observers.rs). //! //! Advanced users may also consider using a lifecycle hook //! instead of an observer, as it incurs less overhead for a case like this. //! See the [component hooks example](https://github.com/bevyengine/bevy/blob/main/examples/ecs/component_hooks.rs). use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) // This system will remove a component after two seconds. .add_systems(Update, remove_component) // This observer will react to the removal of the component. .observe(react_on_removal) .run(); } /// This `struct` is just used for convenience in this example. This is the [`Component`] we'll be /// giving to the `Entity` so we have a [`Component`] to remove in `remove_component()`. #[derive(Component)] struct MyComponent; fn setup(mut commands: Commands, asset_server: Res) { commands.spawn(Camera2dBundle::default()); commands.spawn(( SpriteBundle { texture: asset_server.load("branding/icon.png"), ..default() }, // Add the `Component`. MyComponent, )); } fn remove_component( time: Res