bevy/examples/ecs/removal_detection.rs
Carter Anderson dcc03724a5 Base Sets (#7466)
# Objective

NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267.

"Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365).

## Solution

This adds "base sets" as a variant of `SystemSet`:

A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive:

```rust
#[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)]
#[system_set(base)]
enum MyBaseSet {
  A,
  B,
}
``` 

**Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. 

**Base sets cannot belong to other sets**: this is where the word "base" comes from

Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set.

```rust
app.add_system(foo.in_base_set(MyBaseSet::A))
       // X must be a normal set ... base sets cannot be added to base sets
       .configure_set(X.in_base_set(MyBaseSet::A))
```

Base sets can still be configured like normal sets:

```rust
app.add_system(MyBaseSet::B.after(MyBaseSet::Ap))
``` 

The primary use case for base sets is enabling a "default base set":

```rust
schedule.set_default_base_set(CoreSet::Update)
  // this will belong to CoreSet::Update by default
  .add_system(foo)
  // this will override the default base set with PostUpdate
  .add_system(bar.in_base_set(CoreSet::PostUpdate))
```

This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides.

---

## Changelog

- Added "base sets" and ported CoreSet to use them.

## Migration Guide

TODO
2023-02-06 03:10:08 +00:00

61 lines
2.2 KiB
Rust

//! This example shows how you can know when a `Component` has been removed, so you can react to it.
use bevy::prelude::*;
fn main() {
// Information regarding removed `Component`s is discarded at the end of each frame, so you need
// to react to the removal before the frame is over.
//
// Also, `Components` are removed via a `Command`, which are not applied immediately.
// So you need to react to the removal at some stage after `apply_system_buffers` has run,
// and the Component` is removed.
//
// With these constraints in mind we make sure to place the system that removes a `Component` in
// `CoreSet::Update', and the system that reacts on the removal in `CoreSet::PostUpdate`.
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(remove_component)
.add_system(react_on_removal.in_base_set(CoreSet::PostUpdate))
.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<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.spawn((
SpriteBundle {
texture: asset_server.load("branding/icon.png"),
..default()
},
// Add the `Component`.
MyComponent,
));
}
fn remove_component(
time: Res<Time>,
mut commands: Commands,
query: Query<Entity, With<MyComponent>>,
) {
// After two seconds have passed the `Component` is removed.
if time.elapsed_seconds() > 2.0 {
if let Some(entity) = query.iter().next() {
commands.entity(entity).remove::<MyComponent>();
}
}
}
fn react_on_removal(mut removed: RemovedComponents<MyComponent>, mut query: Query<&mut Sprite>) {
// `RemovedComponents<T>::iter()` returns an iterator with the `Entity`s that had their
// `Component` `T` (in this case `MyComponent`) removed at some point earlier during the frame.
for entity in &mut removed {
if let Ok(mut sprite) = query.get_mut(entity) {
sprite.color.set_r(0.0);
}
}
}