bevy/examples/ecs/timers.rs
Ars Militaris Dev 370eed05e5
Fix timers.rs documentation (#9290)
# Objective

The documentation for the `print_when_completed` system stated that this
system would tick the `Timer` component on every entity in the scene.

This was incorrect as this system only ticks the `Timer` on entities
with the `PrintOnCompletionTimer` component.

## Solution

We suggest a modification to the documentation of this system to make it
more clear.
2023-07-30 15:30:05 +00:00

77 lines
2.4 KiB
Rust

//! Illustrates how `Timer`s can be used both as resources and components.
use bevy::{log::info, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<Countdown>()
.add_systems(Startup, setup)
.add_systems(Update, (countdown, print_when_completed))
.run();
}
#[derive(Component, Deref, DerefMut)]
pub struct PrintOnCompletionTimer(Timer);
#[derive(Resource)]
pub struct Countdown {
pub percent_trigger: Timer,
pub main_timer: Timer,
}
impl Countdown {
pub fn new() -> Self {
Self {
percent_trigger: Timer::from_seconds(4.0, TimerMode::Repeating),
main_timer: Timer::from_seconds(20.0, TimerMode::Once),
}
}
}
impl Default for Countdown {
fn default() -> Self {
Self::new()
}
}
fn setup(mut commands: Commands) {
// Add an entity to the world with a timer
commands.spawn(PrintOnCompletionTimer(Timer::from_seconds(
5.0,
TimerMode::Once,
)));
}
/// This system ticks the `Timer` on the entity with the `PrintOnCompletionTimer`
/// component using bevy's `Time` resource to get the delta between each update.
fn print_when_completed(time: Res<Time>, mut query: Query<&mut PrintOnCompletionTimer>) {
for mut timer in &mut query {
if timer.tick(time.delta()).just_finished() {
info!("Entity timer just finished");
}
}
}
/// This system controls ticking the timer within the countdown resource and
/// handling its state.
fn countdown(time: Res<Time>, mut countdown: ResMut<Countdown>) {
countdown.main_timer.tick(time.delta());
// The API encourages this kind of timer state checking (if you're only checking for one value)
// Additionally, `finished()` would accomplish the same thing as `just_finished` due to the
// timer being repeating, however this makes more sense visually.
if countdown.percent_trigger.tick(time.delta()).just_finished() {
if !countdown.main_timer.finished() {
// Print the percent complete the main timer is.
info!(
"Timer is {:0.0}% complete!",
countdown.main_timer.percent() * 100.0
);
} else {
// The timer has finished so we pause the percent output timer
countdown.percent_trigger.pause();
info!("Paused percent trigger timer");
}
}
}