mirror of
https://github.com/bevyengine/bevy
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21a875d67b
Remove the 'chaining' api, as it's peculiar ~~Implement the label traits for `Box<dyn ThatTrait>` (n.b. I'm not confident about this change, but it was the quickest path to not regressing)~~ Remove the need for '`.system`' when using run criteria piping
142 lines
5.1 KiB
Rust
142 lines
5.1 KiB
Rust
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(Default)]
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struct Done(bool);
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/// This example realizes the following scheme:
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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 criterion _done_ is used to exit the app.
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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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if done.0 {
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ShouldRun::Yes
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} else {
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ShouldRun::No
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}
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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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