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https://github.com/bevyengine/bevy
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# Objective - Often in games you will want to create chains of systems that modify some event. For example, a chain of damage systems that handle a DamageEvent and modify the underlying value before the health system finally consumes the event. Right now this requires either: * Using a component added to the entity * Consuming and refiring events Neither is ideal when really all we want to do is read the events value, modify it, and write it back. ## Solution - Create an EventMutator class similar to EventReader but with ResMut<T> and iterators that return &mut so that events can be mutated. ## Testing - I replicated all the existing tests for EventReader to make sure behavior was the same (I believe) and added a number of tests specific to testing that 1) events can actually be mutated, and that 2) EventReader sees changes from EventMutator for events it hasn't already seen. ## Migration Guide Users currently using `ManualEventReader` should use `EventCursor` instead. `ManualEventReader` will be removed in Bevy 0.16. Additionally, `Events::get_reader` has been replaced by `Events::get_cursor`. Users currently directly accessing the `Events` resource for mutation should move to `EventMutator` if possible. --------- Co-authored-by: poopy <gonesbird@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
144 lines
5.5 KiB
Rust
144 lines
5.5 KiB
Rust
//! This example shows how to send, mutate, and receive, events. As well as showing
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//! how to you might control system ordering so that events are processed in a specific order.
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//! It does this by simulating a damage over time effect that you might find in a game.
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use bevy::prelude::*;
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// In order to send or receive events first you must define them
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// This event should be sent when something attempts to deal damage to another entity.
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#[derive(Event, Debug)]
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struct DealDamage {
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pub amount: i32,
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}
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// This event should be sent when an entity receives damage.
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#[derive(Event, Debug, Default)]
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struct DamageReceived;
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// This event should be sent when an entity blocks damage with armor.
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#[derive(Event, Debug, Default)]
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struct ArmorBlockedDamage;
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// This resource represents a timer used to determine when to deal damage
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// By default it repeats once per second
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#[derive(Resource, Deref, DerefMut)]
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struct DamageTimer(pub Timer);
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impl Default for DamageTimer {
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fn default() -> Self {
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DamageTimer(Timer::from_seconds(1.0, TimerMode::Repeating))
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}
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}
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// Next we define systems that send, mutate, and receive events
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// This system reads 'DamageTimer', updates it, then sends a 'DealDamage' event
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// if the timer has finished.
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//
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// Events are sent using an 'EventWriter<T>' by calling 'send' or 'send_default'.
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// The 'send_default' method will send the event with the default value if the event
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// has a 'Default' implementation.
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fn deal_damage_over_time(
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time: Res<Time>,
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mut state: ResMut<DamageTimer>,
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mut events: EventWriter<DealDamage>,
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) {
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if state.tick(time.delta()).finished() {
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// Events can be sent with 'send' and constructed just like any other object.
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events.send(DealDamage { amount: 10 });
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}
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}
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// This system mutates the 'DealDamage' events to apply some armor value
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// It also sends an 'ArmorBlockedDamage' event if the value of 'DealDamage' is zero
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//
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// Events are mutated using an 'EventMutator<T>' by calling 'read'. This returns an iterator
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// over all the &mut T that this system has not read yet. Note, you can have multiple
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// 'EventReader', 'EventWriter', and 'EventMutator' in a given system, as long as the types (T) are different.
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fn apply_armor_to_damage(
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mut dmg_events: EventMutator<DealDamage>,
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mut armor_events: EventWriter<ArmorBlockedDamage>,
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) {
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for event in dmg_events.read() {
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event.amount -= 1;
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if event.amount <= 0 {
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// Zero-sized events can also be sent with 'send'
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armor_events.send(ArmorBlockedDamage);
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}
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}
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}
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// This system reads 'DealDamage' events and sends 'DamageReceived' if the amount is non-zero
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//
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// Events are read using an 'EventReader<T>' by calling 'read'. This returns an iterator over all the &T
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// that this system has not read yet, and must be 'mut' in order to track which events have been read.
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// Again, note you can have multiple 'EventReader', 'EventWriter', and 'EventMutator' in a given system,
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// as long as the types (T) are different.
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fn apply_damage_to_health(
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mut dmg_events: EventReader<DealDamage>,
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mut rcvd_events: EventWriter<DamageReceived>,
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) {
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for event in dmg_events.read() {
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info!("Applying {} damage", event.amount);
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if event.amount > 0 {
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// Events with a 'Default' implementation can be sent with 'send_default'
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rcvd_events.send_default();
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}
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}
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}
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// Finally these two systems read 'DamageReceived' events.
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//
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// The first system will play a sound.
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// The second system will spawn a particle effect.
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//
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// As before, events are read using an 'EventReader' by calling 'read'. This returns an iterator over all the &T
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// that this system has not read yet.
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fn play_damage_received_sound(mut dmg_events: EventReader<DamageReceived>) {
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for _ in dmg_events.read() {
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info!("Playing a sound.");
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}
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}
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// Note that both systems receive the same 'DamageReceived' events. Any number of systems can
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// receive the same event type.
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fn play_damage_received_particle_effect(mut dmg_events: EventReader<DamageReceived>) {
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for _ in dmg_events.read() {
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info!("Playing particle effect.");
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}
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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// Events must be added to the app before they can be used
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// using the 'add_event' method
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.add_event::<DealDamage>()
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.add_event::<ArmorBlockedDamage>()
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.add_event::<DamageReceived>()
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.init_resource::<DamageTimer>()
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// As always we must add our systems to the apps schedule.
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// Here we add our systems to the schedule using 'chain()' so that they run in order
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// This ensures that 'apply_armor_to_damage' runs before 'apply_damage_to_health'
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// It also ensures that 'EventWriters' are used before the associated 'EventReaders'
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.add_systems(
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Update,
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(
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deal_damage_over_time,
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apply_armor_to_damage,
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apply_damage_to_health,
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)
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.chain(),
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)
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// These two systems are not guaranteed to run in order, nor are they guaranteed to run
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// after the above chain. They may even run in parallel with each other.
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// This means they may have a one frame delay in processing events compared to the above chain
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// In some instances this is fine. In other cases it can be an issue. See the docs for more information
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.add_systems(
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Update,
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(
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play_damage_received_sound,
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play_damage_received_particle_effect,
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),
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)
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.run();
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}
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