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https://github.com/bevyengine/bevy
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dc40cd134f
# Objective When doing a final pass for #3362, it appeared that `ComponentStorage` as a trait, the two types implementing it, and the associated type on `Component` aren't really necessary anymore. This likely was due to an earlier constraint on the use of consts in traits, but that definitely doesn't seem to be a problem in Rust 1.76. ## Solution Remove them. --- ## Changelog Changed: `Component::Storage` has been replaced with `Component::STORAGE_TYPE` as a const. Removed: `bevy::ecs::component::ComponentStorage` trait Removed: `bevy::ecs::component::TableStorage` struct Removed: `bevy::ecs::component::SparseSetStorage` struct ## Migration Guide If you were manually implementing `Component` instead of using the derive macro, replace the associated `Storage` associated type with the `STORAGE_TYPE` const: ```rust // in Bevy 0.13 impl Component for MyComponent { type Storage = TableStorage; } // in Bevy 0.14 impl Component for MyComponent { const STORAGE_TYPE: StorageType = StorageType::Table; } ``` Component is no longer object safe. If you were relying on `&dyn Component`, `Box<dyn Component>`, etc. please [file an issue ](https://github.com/bevyengine/bevy/issues) to get [this change](https://github.com/bevyengine/bevy/pull/12311) reverted. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
109 lines
4.3 KiB
Rust
109 lines
4.3 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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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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