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# Objective Fixes https://github.com/bevyengine/bevy/issues/13972 ## Solution Added 3 new attributes to the `Component` macro. ## Testing Added `component_hook_order_spawn_despawn_with_macro_hooks`, that makes the same as `component_hook_order_spawn_despawn` but uses a struct, that defines it's hooks with the `Component` macro. --- --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
115 lines
4.5 KiB
Rust
115 lines
4.5 KiB
Rust
//! This example illustrates the different ways you can employ component lifecycle hooks.
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//!
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//! Whenever possible, prefer using Bevy's change detection or Events for reacting to component changes.
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//! Events generally offer better performance and more flexible integration into Bevy's systems.
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//! Hooks are useful to enforce correctness but have limitations (only one hook per component,
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//! less ergonomic than events).
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//!
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//! Here are some cases where components hooks might be necessary:
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//!
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//! - Maintaining indexes: If you need to keep custom data structures (like a spatial index) in
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//! sync with the addition/removal of components.
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//!
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//! - Enforcing structural rules: When you have systems that depend on specific relationships
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//! between components (like hierarchies or parent-child links) and need to maintain correctness.
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use bevy::ecs::component::{ComponentHooks, StorageType};
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use bevy::prelude::*;
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use std::collections::HashMap;
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#[derive(Debug)]
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/// Hooks can also be registered during component initialisation by
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/// using [`Component`] derive macro:
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/// ```no_run
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/// #[derive(Component)]
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/// #[component(on_add = ..., on_insert = ..., on_remove = ...)]
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/// ```
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struct MyComponent(KeyCode);
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impl Component for MyComponent {
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const STORAGE_TYPE: StorageType = StorageType::Table;
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/// Hooks can also be registered during component initialisation by
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/// implementing `register_component_hooks`
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fn register_component_hooks(_hooks: &mut ComponentHooks) {
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// Register hooks...
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}
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}
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#[derive(Resource, Default, Debug, Deref, DerefMut)]
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struct MyComponentIndex(HashMap<KeyCode, Entity>);
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#[derive(Event)]
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struct MyEvent;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, trigger_hooks)
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.init_resource::<MyComponentIndex>()
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.add_event::<MyEvent>()
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.run();
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}
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fn setup(world: &mut World) {
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// In order to register component hooks the component must:
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// - not be currently in use by any entities in the world
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// - not already have a hook of that kind registered
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// This is to prevent overriding hooks defined in plugins and other crates as well as keeping things fast
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world
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.register_component_hooks::<MyComponent>()
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// There are 3 component lifecycle hooks: `on_add`, `on_insert` and `on_remove`
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// A hook has 3 arguments:
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// - a `DeferredWorld`, this allows access to resource and component data as well as `Commands`
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// - the entity that triggered the hook
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// - the component id of the triggering component, this is mostly used for dynamic components
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//
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// `on_add` will trigger when a component is inserted onto an entity without it
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.on_add(|mut world, entity, component_id| {
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// You can access component data from within the hook
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let value = world.get::<MyComponent>(entity).unwrap().0;
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println!(
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"Component: {:?} added to: {:?} with value {:?}",
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component_id, entity, value
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);
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// Or access resources
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world
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.resource_mut::<MyComponentIndex>()
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.insert(value, entity);
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// Or send events
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world.send_event(MyEvent);
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})
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// `on_insert` will trigger when a component is inserted onto an entity,
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// regardless of whether or not it already had it and after `on_add` if it ran
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.on_insert(|world, _, _| {
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println!("Current Index: {:?}", world.resource::<MyComponentIndex>());
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})
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// `on_remove` will trigger when a component is removed from an entity,
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// since it runs before the component is removed you can still access the component data
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.on_remove(|mut world, entity, component_id| {
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let value = world.get::<MyComponent>(entity).unwrap().0;
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println!(
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"Component: {:?} removed from: {:?} with value {:?}",
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component_id, entity, value
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);
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world.resource_mut::<MyComponentIndex>().remove(&value);
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// You can also issue commands through `.commands()`
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world.commands().entity(entity).despawn();
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});
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}
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fn trigger_hooks(
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mut commands: Commands,
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keys: Res<ButtonInput<KeyCode>>,
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index: Res<MyComponentIndex>,
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) {
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for (key, entity) in index.iter() {
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if !keys.pressed(*key) {
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commands.entity(*entity).remove::<MyComponent>();
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}
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}
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for key in keys.get_just_pressed() {
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commands.spawn(MyComponent(*key));
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}
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}
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