mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
4847f7e3ad
Remove unnecessary calls to `iter()`/`iter_mut()`. Mainly updates the use of queries in our code, docs, and examples. ```rust // From for _ in list.iter() { for _ in list.iter_mut() { // To for _ in &list { for _ in &mut list { ``` We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library. ## Note for reviewers As you can see the additions and deletions are exactly equal. Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line. I already experienced enough pain making this PR :) Co-authored-by: devil-ira <justthecooldude@gmail.com>
100 lines
3.4 KiB
Rust
100 lines
3.4 KiB
Rust
//! Creates a hierarchy of parents and children entities.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_startup_system(setup)
|
|
.add_system(rotate)
|
|
.run();
|
|
}
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
commands.spawn_bundle(Camera2dBundle::default());
|
|
let texture = asset_server.load("branding/icon.png");
|
|
|
|
// Spawn a root entity with no parent
|
|
let parent = commands
|
|
.spawn_bundle(SpriteBundle {
|
|
transform: Transform::from_scale(Vec3::splat(0.75)),
|
|
texture: texture.clone(),
|
|
..default()
|
|
})
|
|
// With that entity as a parent, run a lambda that spawns its children
|
|
.with_children(|parent| {
|
|
// parent is a ChildBuilder, which has a similar API to Commands
|
|
parent.spawn_bundle(SpriteBundle {
|
|
transform: Transform {
|
|
translation: Vec3::new(250.0, 0.0, 0.0),
|
|
scale: Vec3::splat(0.75),
|
|
..default()
|
|
},
|
|
texture: texture.clone(),
|
|
sprite: Sprite {
|
|
color: Color::BLUE,
|
|
..default()
|
|
},
|
|
..default()
|
|
});
|
|
})
|
|
// Store parent entity for next sections
|
|
.id();
|
|
|
|
// Another way is to use the push_children function to add children after the parent
|
|
// entity has already been spawned.
|
|
let child = commands
|
|
.spawn_bundle(SpriteBundle {
|
|
transform: Transform {
|
|
translation: Vec3::new(0.0, 250.0, 0.0),
|
|
scale: Vec3::splat(0.75),
|
|
..default()
|
|
},
|
|
texture,
|
|
sprite: Sprite {
|
|
color: Color::GREEN,
|
|
..default()
|
|
},
|
|
..default()
|
|
})
|
|
.id();
|
|
|
|
// Pushing takes a slice of children to add:
|
|
commands.entity(parent).push_children(&[child]);
|
|
}
|
|
|
|
// A simple system to rotate the root entity, and rotate all its children separately
|
|
fn rotate(
|
|
mut commands: Commands,
|
|
time: Res<Time>,
|
|
mut parents_query: Query<(Entity, &Children), With<Sprite>>,
|
|
mut transform_query: Query<&mut Transform, With<Sprite>>,
|
|
) {
|
|
let angle = std::f32::consts::PI / 2.0;
|
|
for (parent, children) in &mut parents_query {
|
|
if let Ok(mut transform) = transform_query.get_mut(parent) {
|
|
transform.rotate_z(-angle * time.delta_seconds());
|
|
}
|
|
|
|
// To iterate through the entities children, just treat the Children component as a Vec
|
|
// Alternatively, you could query entities that have a Parent component
|
|
for child in children {
|
|
if let Ok(mut transform) = transform_query.get_mut(*child) {
|
|
transform.rotate_z(angle * 2.0 * time.delta_seconds());
|
|
}
|
|
}
|
|
|
|
// To demonstrate removing children, we'll start to remove the children after a couple of
|
|
// seconds
|
|
if time.seconds_since_startup() >= 2.0 && children.len() == 3 {
|
|
let child = children.last().copied().unwrap();
|
|
commands.entity(child).despawn_recursive();
|
|
}
|
|
|
|
if time.seconds_since_startup() >= 4.0 {
|
|
// This will remove the entity from its parent's list of children, as well as despawn
|
|
// any children the entity has.
|
|
commands.entity(parent).despawn_recursive();
|
|
}
|
|
}
|
|
}
|