bevy/examples/ecs/system_param.rs
Carter Anderson 81b53d15d4 Make Commands and World apis consistent (#1703)
Resolves #1253 #1562

This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder.

In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions.

I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
2021-03-23 00:23:40 +00:00

43 lines
1.1 KiB
Rust

use bevy::{ecs::system::SystemParam, prelude::*};
/// This example creates a SystemParam struct that counts the number of players
fn main() {
App::build()
.insert_resource(PlayerCount(0))
.add_startup_system(spawn.system())
.add_system(count_players.system())
.run();
}
pub struct Player;
pub struct PlayerCount(usize);
/// The SystemParam struct can contain any types that can also be included in a
/// system function signature.
///
/// In this example, it includes a query and a mutable resource.
#[derive(SystemParam)]
pub struct PlayerCounter<'a> {
players: Query<'a, &'static Player>,
count: ResMut<'a, PlayerCount>,
}
impl<'a> PlayerCounter<'a> {
fn count(&mut self) {
self.count.0 = self.players.iter().len();
}
}
/// Spawn some players to count
fn spawn(mut commands: Commands) {
commands.spawn().insert(Player);
commands.spawn().insert(Player);
commands.spawn().insert(Player);
}
/// The SystemParam can be used directly in a system argument.
fn count_players(mut counter: PlayerCounter) {
counter.count();
println!("{} players in the game", counter.count.0);
}