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*This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
139 lines
5.1 KiB
Rust
139 lines
5.1 KiB
Rust
//! Shows how systems with a similar purpose can be grouped into sets.
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//!
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//! ```none
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//! Physics (Criteria: App has run < 1.0 seconds)
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//! \--> update_velocity (via label PhysicsSystem::UpdateVelocity)
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//! \--> movement (via label PhysicsSystem::Movement)
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//! PostPhysics (Criteria: Resource `done` is false)
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//! \--> collision || sfx
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//! Exit (Criteria: Resource `done` is true)
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//! \--> exit
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//! ```
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//!
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//! The `Physics` label represents a [`SystemSet`] containing two systems.
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//! This set's criteria is to stop after a second has elapsed.
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//! The two systems (`update_velocity`, `movement`) run in a specified order.
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//!
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//! Another label `PostPhysics` uses run criteria to only run after `Physics` has finished.
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//! This set's criteria is to run only when _not done_, as specified via a resource.
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//! The two systems here (collision, sfx) are not specified to run in any order, and the actual
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//! ordering can then change between invocations.
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//!
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//! Lastly a system with run criteria _done_ is used to exit the app.
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use bevy::{app::AppExit, ecs::schedule::ShouldRun, prelude::*};
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/// A [`SystemLabel`] can be applied as a label to systems and system sets,
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/// which can then be referred to from other systems.
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/// This is useful in case a user wants to e.g. run _before_ or _after_
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/// some label.
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/// `Clone`, `Hash`, `Debug`, `PartialEq`, `Eq`, are all required to derive
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/// [`SystemLabel`].
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#[derive(Clone, Hash, Debug, PartialEq, Eq, SystemLabel)]
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struct Physics;
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#[derive(Clone, Hash, Debug, PartialEq, Eq, SystemLabel)]
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struct PostPhysics;
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/// Resource used to stop our example.
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#[derive(Resource, Default)]
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struct Done(bool);
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_resource::<Done>()
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// Note that the system sets added in this example set their run criteria explicitly.
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// See the `ecs/state.rs` example for a pattern where run criteria are set implicitly for common
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// use cases- typically state transitions.
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// Also note that a system set has a single run criterion at most, which means using `.with_run_criteria(...)`
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// after `SystemSet::on_update(...)` would override the state transition criterion.
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.add_system_set(
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SystemSet::new()
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// This label is added to all systems in this set.
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// The label can then be referred to elsewhere (other sets).
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.label(Physics)
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// This criteria ensures this whole system set only runs when this system's
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// output says so (ShouldRun::Yes)
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.with_run_criteria(run_for_a_second)
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.with_system(update_velocity)
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// Make movement run after update_velocity
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.with_system(movement.after(update_velocity)),
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)
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.add_system_set(
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SystemSet::new()
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.label(PostPhysics)
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// This whole set runs after `Physics` (which in this case is a label for
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// another set).
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// There is also `.before(..)`.
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.after(Physics)
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// This shows that we can modify existing run criteria results.
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// Here we create a _not done_ criteria by piping the output of
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// the `is_done` system and inverting the output.
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// Notice a string literal also works as a label.
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.with_run_criteria(RunCriteria::pipe("is_done_label", inverse))
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// `collision` and `sfx` are not ordered with respect to
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// each other, and may run in any order
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.with_system(collision)
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.with_system(sfx),
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)
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.add_system(
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exit.after(PostPhysics)
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// Label the run criteria such that the `PostPhysics` set can reference it
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.with_run_criteria(is_done.label("is_done_label")),
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)
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.run();
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}
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/// Example of a run criteria.
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/// Here we only want to run for a second, then stop.
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fn run_for_a_second(time: Res<Time>, mut done: ResMut<Done>) -> ShouldRun {
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let elapsed = time.seconds_since_startup();
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if elapsed < 1.0 {
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info!(
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"We should run again. Elapsed/remaining: {:.2}s/{:.2}s",
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elapsed,
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1.0 - elapsed
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);
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ShouldRun::Yes
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} else {
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done.0 = true;
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ShouldRun::No
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}
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}
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/// Another run criteria, simply using a resource.
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fn is_done(done: Res<Done>) -> ShouldRun {
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done.0.into()
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}
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/// Used with [`RunCritera::pipe`], inverts the result of the
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/// passed system.
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fn inverse(input: In<ShouldRun>) -> ShouldRun {
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match input.0 {
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ShouldRun::No => ShouldRun::Yes,
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ShouldRun::Yes => ShouldRun::No,
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_ => unreachable!(),
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}
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}
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fn update_velocity() {
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info!("Updating velocity");
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}
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fn movement() {
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info!("Updating movement");
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}
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fn collision() {
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info!("Physics done- checking collisions");
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}
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fn sfx() {
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info!("Physics done- playing some sfx");
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}
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fn exit(mut app_exit_events: EventWriter<AppExit>) {
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info!("Exiting...");
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app_exit_events.send(AppExit);
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}
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