bevy/examples/ecs/removal_detection.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

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Rust

//! This example shows how you can know when a `Component` has been removed, so you can react to it.
use bevy::prelude::*;
fn main() {
// Information regarding removed `Component`s is discarded at the end of each frame, so you need
// to react to the removal before the frame is over.
//
// Also, `Components` are removed via a `Command`. `Command`s are applied after a stage has
// finished executing. So you need to react to the removal at some stage after the
// `Component` is removed.
//
// With these constraints in mind we make sure to place the system that removes a `Component` on
// the `CoreStage::Update' stage, and the system that reacts on the removal on the
// `CoreStage::PostUpdate` stage.
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system_to_stage(CoreStage::Update, remove_component)
.add_system_to_stage(CoreStage::PostUpdate, react_on_removal)
.run();
}
// This `Struct` is just used for convenience in this example. This is the `Component` we'll be
// giving to the `Entity` so we have a `Component` to remove in `remove_component()`.
#[derive(Component)]
struct MyComponent;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.spawn((
SpriteBundle {
texture: asset_server.load("branding/icon.png"),
..default()
},
// Add the `Component`.
MyComponent,
));
}
fn remove_component(
time: Res<Time>,
mut commands: Commands,
query: Query<Entity, With<MyComponent>>,
) {
// After two seconds have passed the `Component` is removed.
if time.elapsed_seconds() > 2.0 {
if let Some(entity) = query.iter().next() {
commands.entity(entity).remove::<MyComponent>();
}
}
}
fn react_on_removal(removed: RemovedComponents<MyComponent>, mut query: Query<&mut Sprite>) {
// `RemovedComponents<T>::iter()` returns an interator with the `Entity`s that had their
// `Component` `T` (in this case `MyComponent`) removed at some point earlier during the frame.
for entity in removed.iter() {
if let Ok(mut sprite) = query.get_mut(entity) {
sprite.color.set_r(0.0);
}
}
}