bevy/examples/shader
Alice Cecile 557ab9897a Make get_resource (and friends) infallible (#4047)
# Objective

- In the large majority of cases, users were calling `.unwrap()` immediately after `.get_resource`.
- Attempting to add more helpful error messages here resulted in endless manual boilerplate (see #3899 and the linked PRs).

## Solution

- Add an infallible variant named `.resource` and so on.
- Use these infallible variants over `.get_resource().unwrap()` across the code base.

## Notes

I did not provide equivalent methods on `WorldCell`, in favor of removing it entirely in #3939.

## Migration Guide

Infallible variants of `.get_resource` have been added that implicitly panic, rather than needing to be unwrapped.

Replace `world.get_resource::<Foo>().unwrap()` with `world.resource::<Foo>()`.

## Impact

- `.unwrap` search results before: 1084
- `.unwrap` search results after: 942
- internal `unwrap_or_else` calls added: 4
- trivial unwrap calls removed from tests and code: 146
- uses of the new `try_get_resource` API: 11
- percentage of the time the unwrapping API was used internally: 93%
2022-02-27 22:37:18 +00:00
..
animate_shader.rs Make get_resource (and friends) infallible (#4047) 2022-02-27 22:37:18 +00:00
compute_shader_game_of_life.rs Make get_resource (and friends) infallible (#4047) 2022-02-27 22:37:18 +00:00
custom_vertex_attribute.rs Mesh vertex buffer layouts (#3959) 2022-02-23 23:21:13 +00:00
shader_defs.rs Make get_resource (and friends) infallible (#4047) 2022-02-27 22:37:18 +00:00
shader_instancing.rs Mesh vertex buffer layouts (#3959) 2022-02-23 23:21:13 +00:00
shader_material.rs only use unique type UUIDs (#3579) 2022-02-12 19:58:02 +00:00
shader_material_glsl.rs Mesh vertex buffer layouts (#3959) 2022-02-23 23:21:13 +00:00