bevy/examples/ecs/generic_system.rs
JoJoJet b8263b55fb Support system.in_schedule() and system.on_startup() (#7790)
# Objective

Support the following syntax for adding systems:

```rust
App::new()
    .add_system(setup.on_startup())
    .add_systems((
        show_menu.in_schedule(OnEnter(GameState::Paused)),
        menu_ssytem.in_set(OnUpdate(GameState::Paused)),
        hide_menu.in_schedule(OnExit(GameState::Paused)),
    ))
```

## Solution

Add the traits `IntoSystemAppConfig{s}`, which provide the extension methods necessary for configuring which schedule a system belongs to. These extension methods return `IntoSystemAppConfig{s}`, which `App::add_system{s}` uses to choose which schedule to add systems to.

---

## Changelog

+ Added the extension methods `in_schedule(label)` and  `on_startup()` for configuring the schedule a system belongs to.

## Future Work

* Replace all uses of `add_startup_system` in the engine.
* Deprecate this method
2023-02-24 18:33:55 +00:00

94 lines
3.1 KiB
Rust

//! 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 <https://doc.rust-lang.org/book/ch10-01-syntax.html>
//! or <https://doc.rust-lang.org/rust-by-example/generics.html>
use bevy::prelude::*;
#[derive(Debug, Default, Clone, Copy, Eq, PartialEq, Hash)]
enum AppState {
#[default]
MainMenu,
InGame,
}
impl States for AppState {
type Iter = std::array::IntoIter<AppState, 2>;
fn variants() -> Self::Iter {
[AppState::MainMenu, AppState::InGame].into_iter()
}
}
#[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>()
.add_system(setup_system.on_startup())
.add_system(print_text_system)
.add_system(transition_to_in_game_system.in_set(OnUpdate(AppState::MainMenu)))
// add the cleanup systems
.add_systems((
// Pass in the types your system should operate on using the ::<T> (turbofish) syntax
cleanup_system::<MenuClose>.in_schedule(OnExit(AppState::MainMenu)),
cleanup_system::<LevelUnload>.in_schedule(OnExit(AppState::InGame)),
))
.run();
}
fn setup_system(mut commands: Commands) {
commands.spawn((
PrinterTick(Timer::from_seconds(1.0, TimerMode::Repeating)),
TextToPrint("I will print until you press space.".to_string()),
MenuClose,
));
commands.spawn((
PrinterTick(Timer::from_seconds(1.0, TimerMode::Repeating)),
TextToPrint("I will always print".to_string()),
LevelUnload,
));
}
fn print_text_system(time: Res<Time>, mut query: Query<(&mut PrinterTick, &TextToPrint)>) {
for (mut timer, text) in &mut query {
if timer.tick(time.delta()).just_finished() {
info!("{}", text.0);
}
}
}
fn transition_to_in_game_system(
mut next_state: ResMut<NextState<AppState>>,
keyboard_input: Res<Input<KeyCode>>,
) {
if keyboard_input.pressed(KeyCode::Space) {
next_state.set(AppState::InGame);
}
}
// Type arguments on functions come after the function name, but before ordinary arguments.
// Here, the `Component` trait is a trait bound on T, our generic type
fn cleanup_system<T: Component>(mut commands: Commands, query: Query<Entity, With<T>>) {
for e in &query {
commands.entity(e).despawn_recursive();
}
}