bevy/examples/ecs/hierarchy.rs
Cameron 7989cb2650 Add global time scaling (#5752)
# Objective

- Make `Time` API more consistent.
- Support time accel/decel/pause.

## Solution

This is just the `Time` half of #3002. I was told that part isn't controversial.

- Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming.
- Implement accelerating / decelerating the passage of time.
- Implement stopping time.

---

## Changelog

- Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly.
- Added `relative_speed` and `set_relative_speed` methods.
- Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.)
- Added `raw_*` variants of the "delta time" and "total elapsed time" methods.
- Added `first_update` method because there's a non-zero duration between startup and the first update.

## Migration Guide

- `time.time_since_startup()` -> `time.elapsed()`
- `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()`
- `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()`

If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
2022-10-22 18:52:29 +00:00

92 lines
3.1 KiB
Rust

//! Creates a hierarchy of parents and children entities.
use std::f32::consts::*;
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(Camera2dBundle::default());
let texture = asset_server.load("branding/icon.png");
// Spawn a root entity with no parent
let parent = commands
.spawn(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(SpriteBundle {
transform: Transform::from_xyz(250.0, 0.0, 0.0).with_scale(Vec3::splat(0.75)),
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(SpriteBundle {
transform: Transform::from_xyz(0.0, 250.0, 0.0).with_scale(Vec3::splat(0.75)),
texture,
sprite: Sprite {
color: Color::GREEN,
..default()
},
..default()
})
.id();
// Add child to the parent.
commands.entity(parent).add_child(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>>,
) {
for (parent, children) in &mut parents_query {
if let Ok(mut transform) = transform_query.get_mut(parent) {
transform.rotate_z(-PI / 2. * 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(PI * time.delta_seconds());
}
}
// To demonstrate removing children, we'll remove a child after a couple of seconds.
if time.elapsed_seconds() >= 2.0 && children.len() == 2 {
let child = children.last().unwrap();
commands.entity(*child).despawn_recursive();
}
if time.elapsed_seconds() >= 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();
}
}
}