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https://github.com/bevyengine/bevy
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73605f43b6
As mentioned in #2926, it's better to have an explicit type that clearly communicates the intent of the timer mode rather than an opaque boolean, which can be only understood when knowing the signature or having to look up the documentation. This also opens up a way to merge different timers, such as `Stopwatch`, and possibly future ones, such as `DiscreteStopwatch` and `DiscreteTimer` from #2683, into one struct. Signed-off-by: Lena Milizé <me@lvmn.org> # Objective Fixes #2926. ## Solution Introduce `TimerMode` which replaces the `bool` argument of `Timer` constructors. A `Default` value for `TimerMode` is `Once`. --- ## Changelog ### Added - `TimerMode` enum, along with variants `TimerMode::Once` and `TimerMode::Repeating` ### Changed - Replace `bool` argument of `Timer::new` and `Timer::from_seconds` with `TimerMode` - Change `repeating: bool` field of `Timer` with `mode: TimerMode` ## Migration Guide - Replace `Timer::new(duration, false)` with `Timer::new(duration, TimerMode::Once)`. - Replace `Timer::new(duration, true)` with `Timer::new(duration, TimerMode::Repeating)`. - Replace `Timer::from_seconds(seconds, false)` with `Timer::from_seconds(seconds, TimerMode::Once)`. - Replace `Timer::from_seconds(seconds, true)` with `Timer::from_seconds(seconds, TimerMode::Repeating)`. - Change `timer.repeating()` to `timer.mode() == TimerMode::Repeating`.
78 lines
2.4 KiB
Rust
78 lines
2.4 KiB
Rust
//! Illustrates how `Timer`s can be used both as resources and components.
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use bevy::{log::info, prelude::*};
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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::<Countdown>()
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.add_startup_system(setup)
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.add_system(countdown)
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.add_system(print_when_completed)
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.run();
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}
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#[derive(Component, Deref, DerefMut)]
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pub struct PrintOnCompletionTimer(Timer);
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#[derive(Resource)]
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pub struct Countdown {
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pub percent_trigger: Timer,
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pub main_timer: Timer,
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}
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impl Countdown {
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pub fn new() -> Self {
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Self {
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percent_trigger: Timer::from_seconds(4.0, TimerMode::Repeating),
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main_timer: Timer::from_seconds(20.0, TimerMode::Once),
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}
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}
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}
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impl Default for Countdown {
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fn default() -> Self {
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Self::new()
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}
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}
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fn setup(mut commands: Commands) {
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// Add an entity to the world with a timer
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commands.spawn(PrintOnCompletionTimer(Timer::from_seconds(
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5.0,
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TimerMode::Once,
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)));
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}
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/// This system ticks all the `Timer` components on entities within the scene
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/// using bevy's `Time` resource to get the delta between each update.
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fn print_when_completed(time: Res<Time>, mut query: Query<&mut PrintOnCompletionTimer>) {
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for mut timer in &mut query {
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if timer.tick(time.delta()).just_finished() {
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info!("Entity timer just finished");
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}
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}
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}
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/// This system controls ticking the timer within the countdown resource and
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/// handling its state.
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fn countdown(time: Res<Time>, mut countdown: ResMut<Countdown>) {
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countdown.main_timer.tick(time.delta());
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// The API encourages this kind of timer state checking (if you're only checking for one value)
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// Additionally, `finished()` would accomplish the same thing as `just_finished` due to the
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// timer being repeating, however this makes more sense visually.
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if countdown.percent_trigger.tick(time.delta()).just_finished() {
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if !countdown.main_timer.finished() {
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// Print the percent complete the main timer is.
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info!(
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"Timer is {:0.0}% complete!",
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countdown.main_timer.percent() * 100.0
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);
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} else {
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// The timer has finished so we pause the percent output timer
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countdown.percent_trigger.pause();
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info!("Paused percent trigger timer");
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}
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}
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}
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