bevy/examples/ecs/one_shot_systems.rs
Trashtalk217 e4b368721d
One Shot Systems (#8963)
I'm adopting this ~~child~~ PR.

# Objective

- Working with exclusive world access is not always easy: in many cases,
a standard system or three is more ergonomic to write, and more
modularly maintainable.
- For small, one-off tasks (commonly handled with scripting), running an
event-reader system incurs a small but flat overhead cost and muddies
the schedule.
- Certain forms of logic (e.g. turn-based games) want very fine-grained
linear and/or branching control over logic.
- SystemState is not automatically cached, and so performance can suffer
and change detection breaks.
- Fixes https://github.com/bevyengine/bevy/issues/2192.
- Partial workaround for https://github.com/bevyengine/bevy/issues/279.

## Solution

- Adds a SystemRegistry resource to the World, which stores initialized
systems keyed by their SystemSet.
- Allows users to call world.run_system(my_system) and
commands.run_system(my_system), without re-initializing or losing state
(essential for change detection).
- Add a Callback type to enable convenient use of dynamic one shot
systems and reduce the mental overhead of working with Box<dyn
SystemSet>.
- Allow users to run systems based on their SystemSet, enabling more
complex user-made abstractions.

## Future work

- Parameterized one-shot systems would improve reusability and bring
them closer to events and commands. The API could be something like
run_system_with_input(my_system, my_input) and use the In SystemParam.
- We should evaluate the unification of commands and one-shot systems
since they are two different ways to run logic on demand over a World.

### Prior attempts

- https://github.com/bevyengine/bevy/pull/2234
- https://github.com/bevyengine/bevy/pull/2417
- https://github.com/bevyengine/bevy/pull/4090
- https://github.com/bevyengine/bevy/pull/7999

This PR continues the work done in
https://github.com/bevyengine/bevy/pull/7999.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Alejandro Pascual Pozo <alejandro.pascual.pozo@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Dmytro Banin <banind@cs.washington.edu>
Co-authored-by: James Liu <contact@jamessliu.com>
2023-09-19 20:17:05 +00:00

59 lines
1.8 KiB
Rust

//! Demonstrates the use of "one-shot systems", which run once when triggered.
//!
//! These can be useful to help structure your logic in a push-based fashion,
//! reducing the overhead of running extremely rarely run systems
//! and improving schedule flexibility.
//!
//! See the [`World::run_system`](bevy::ecs::World::run_system) or
//! [`World::run_system_once`](bevy::ecs::World::run_system_once) docs for more
//! details.
use bevy::{
ecs::system::{RunSystemOnce, SystemId},
prelude::*,
};
fn main() {
App::new()
.add_systems(Startup, (count_entities, setup))
.add_systems(PostUpdate, count_entities)
.add_systems(Update, evaluate_callbacks)
.run();
}
// Any ordinary system can be run via commands.run_system or world.run_system.
fn count_entities(all_entities: Query<()>) {
dbg!(all_entities.iter().count());
}
#[derive(Component)]
struct Callback(SystemId);
#[derive(Component)]
struct Triggered;
fn setup(world: &mut World) {
let button_pressed_id = world.register_system(button_pressed);
world.spawn((Callback(button_pressed_id), Triggered));
// This entity does not have a Triggered component, so its callback won't run.
let slider_toggled_id = world.register_system(slider_toggled);
world.spawn(Callback(slider_toggled_id));
world.run_system_once(count_entities);
}
fn button_pressed() {
println!("A button was pressed!");
}
fn slider_toggled() {
println!("A slider was toggled!");
}
/// Runs the systems associated with each `Callback` component if the entity also has a Triggered component.
///
/// This could be done in an exclusive system rather than using `Commands` if preferred.
fn evaluate_callbacks(query: Query<&Callback, With<Triggered>>, mut commands: Commands) {
for callback in query.iter() {
commands.run_system(callback.0);
}
}