mirror of
https://github.com/bevyengine/bevy
synced 2024-12-22 11:03:06 +00:00
ae9775c83b
# Objective Improve performance scalability when adding new event types to a Bevy app. Currently, just using Bevy in the default configuration, all apps spend upwards of 100+us in the `First` schedule, every app tick, evaluating if it should update events or not, even if events are not being used for that particular frame, and this scales with the number of Events registered in the app. ## Solution As `Events::update` is guaranteed `O(1)` by just checking if a resource's value, swapping two Vecs, and then clearing one of them, the actual cost of running `event_update_system` is *very* cheap. The overhead of doing system dependency injection, task scheduling ,and the multithreaded executor outweighs the cost of running the system by a large margin. Create an `EventRegistry` resource that keeps a number of function pointers that update each event. Replace the per-event type `event_update_system` with a singular exclusive system uses the `EventRegistry` to update all events instead. Update `SubApp::add_event` to use `EventRegistry` instead. ## Performance This speeds reduces the cost of the `First` schedule in both many_foxes and many_cubes by over 80%. Note this is with system spans on. The majority of this is now context-switching costs from launching `time_system`, which should be mostly eliminated with #12869. ![image](https://github.com/bevyengine/bevy/assets/3137680/037624be-21a2-4dc2-a42f-9d0bfa3e9b4a) The actual `event_update_system` is usually *very* short, using only a few microseconds on average. ![image](https://github.com/bevyengine/bevy/assets/3137680/01ff1689-3595-49b6-8f09-5c44bcf903e8) --- ## Changelog TODO ## Migration Guide TODO --------- Co-authored-by: Josh Matthews <josh@joshmatthews.net> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
1170 lines
39 KiB
Rust
1170 lines
39 KiB
Rust
use std::borrow::Cow;
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use std::ops::Not;
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use crate::system::{
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Adapt, AdapterSystem, CombinatorSystem, Combine, IntoSystem, ReadOnlySystem, System,
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};
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/// A type-erased run condition stored in a [`Box`].
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pub type BoxedCondition<In = ()> = Box<dyn ReadOnlySystem<In = In, Out = bool>>;
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/// A system that determines if one or more scheduled systems should run.
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///
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/// Implemented for functions and closures that convert into [`System<Out=bool>`](System)
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/// with [read-only](crate::system::ReadOnlySystemParam) parameters.
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///
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/// # Marker type parameter
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///
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/// `Condition` trait has `Marker` type parameter, which has no special meaning,
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/// but exists to work around the limitation of Rust's trait system.
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///
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/// Type parameter in return type can be set to `<()>` by calling [`IntoSystem::into_system`],
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/// but usually have to be specified when passing a condition to a function.
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///
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/// ```
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/// # use bevy_ecs::schedule::Condition;
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/// # use bevy_ecs::system::IntoSystem;
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/// fn not_condition<Marker>(a: impl Condition<Marker>) -> impl Condition<()> {
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/// IntoSystem::into_system(a.map(|x| !x))
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/// }
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/// ```
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///
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/// # Examples
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/// A condition that returns true every other time it's called.
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// fn every_other_time() -> impl Condition<()> {
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/// IntoSystem::into_system(|mut flag: Local<bool>| {
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/// *flag = !*flag;
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/// *flag
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/// })
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/// }
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///
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/// # #[derive(Resource)] struct DidRun(bool);
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/// # fn my_system(mut did_run: ResMut<DidRun>) { did_run.0 = true; }
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/// # let mut schedule = Schedule::default();
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/// schedule.add_systems(my_system.run_if(every_other_time()));
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/// # let mut world = World::new();
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/// # world.insert_resource(DidRun(false));
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/// # schedule.run(&mut world);
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/// # assert!(world.resource::<DidRun>().0);
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/// # world.insert_resource(DidRun(false));
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/// # schedule.run(&mut world);
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/// # assert!(!world.resource::<DidRun>().0);
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/// ```
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///
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/// A condition that takes a bool as an input and returns it unchanged.
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// fn identity() -> impl Condition<(), bool> {
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/// IntoSystem::into_system(|In(x)| x)
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/// }
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///
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/// # fn always_true() -> bool { true }
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/// # let mut app = Schedule::default();
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/// # #[derive(Resource)] struct DidRun(bool);
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/// # fn my_system(mut did_run: ResMut<DidRun>) { did_run.0 = true; }
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/// app.add_systems(my_system.run_if(always_true.pipe(identity())));
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/// # let mut world = World::new();
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/// # world.insert_resource(DidRun(false));
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/// # app.run(&mut world);
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/// # assert!(world.resource::<DidRun>().0);
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pub trait Condition<Marker, In = ()>: sealed::Condition<Marker, In> {
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/// Returns a new run condition that only returns `true`
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/// if both this one and the passed `and_then` return `true`.
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///
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/// The returned run condition is short-circuiting, meaning
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/// `and_then` will only be invoked if `self` returns `true`.
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///
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/// # Examples
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///
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/// ```should_panic
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/// use bevy_ecs::prelude::*;
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///
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/// #[derive(Resource, PartialEq)]
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/// struct R(u32);
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///
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/// # let mut app = Schedule::default();
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/// # let mut world = World::new();
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/// # fn my_system() {}
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/// app.add_systems(
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/// // The `resource_equals` run condition will panic since we don't initialize `R`,
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/// // just like if we used `Res<R>` in a system.
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/// my_system.run_if(resource_equals(R(0))),
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/// );
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/// # app.run(&mut world);
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/// ```
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///
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/// Use `.and_then()` to avoid checking the condition.
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// # #[derive(Resource, PartialEq)]
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/// # struct R(u32);
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/// # let mut app = Schedule::default();
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/// # let mut world = World::new();
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/// # fn my_system() {}
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/// app.add_systems(
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/// // `resource_equals` will only get run if the resource `R` exists.
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/// my_system.run_if(resource_exists::<R>.and_then(resource_equals(R(0)))),
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/// );
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/// # app.run(&mut world);
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/// ```
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///
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/// Note that in this case, it's better to just use the run condition [`resource_exists_and_equals`].
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///
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/// [`resource_exists_and_equals`]: common_conditions::resource_exists_and_equals
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fn and_then<M, C: Condition<M, In>>(self, and_then: C) -> AndThen<Self::System, C::System> {
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let a = IntoSystem::into_system(self);
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let b = IntoSystem::into_system(and_then);
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let name = format!("{} && {}", a.name(), b.name());
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CombinatorSystem::new(a, b, Cow::Owned(name))
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}
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/// Returns a new run condition that returns `true`
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/// if either this one or the passed `or_else` return `true`.
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///
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/// The returned run condition is short-circuiting, meaning
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/// `or_else` will only be invoked if `self` returns `false`.
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///
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/// # Examples
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///
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/// ```
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/// use bevy_ecs::prelude::*;
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///
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/// #[derive(Resource, PartialEq)]
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/// struct A(u32);
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///
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/// #[derive(Resource, PartialEq)]
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/// struct B(u32);
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///
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/// # let mut app = Schedule::default();
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/// # let mut world = World::new();
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/// # #[derive(Resource)] struct C(bool);
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/// # fn my_system(mut c: ResMut<C>) { c.0 = true; }
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/// app.add_systems(
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/// // Only run the system if either `A` or `B` exist.
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/// my_system.run_if(resource_exists::<A>.or_else(resource_exists::<B>)),
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/// );
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/// #
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/// # world.insert_resource(C(false));
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/// # app.run(&mut world);
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/// # assert!(!world.resource::<C>().0);
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/// #
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/// # world.insert_resource(A(0));
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/// # app.run(&mut world);
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/// # assert!(world.resource::<C>().0);
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/// #
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/// # world.remove_resource::<A>();
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/// # world.insert_resource(B(0));
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/// # world.insert_resource(C(false));
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/// # app.run(&mut world);
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/// # assert!(world.resource::<C>().0);
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/// ```
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fn or_else<M, C: Condition<M, In>>(self, or_else: C) -> OrElse<Self::System, C::System> {
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let a = IntoSystem::into_system(self);
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let b = IntoSystem::into_system(or_else);
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let name = format!("{} || {}", a.name(), b.name());
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CombinatorSystem::new(a, b, Cow::Owned(name))
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}
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}
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impl<Marker, In, F> Condition<Marker, In> for F where F: sealed::Condition<Marker, In> {}
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mod sealed {
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use crate::system::{IntoSystem, ReadOnlySystem};
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pub trait Condition<Marker, In>:
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IntoSystem<In, bool, Marker, System = Self::ReadOnlySystem>
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{
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// This associated type is necessary to let the compiler
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// know that `Self::System` is `ReadOnlySystem`.
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type ReadOnlySystem: ReadOnlySystem<In = In, Out = bool>;
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}
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impl<Marker, In, F> Condition<Marker, In> for F
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where
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F: IntoSystem<In, bool, Marker>,
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F::System: ReadOnlySystem,
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{
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type ReadOnlySystem = F::System;
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}
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}
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/// A collection of [run conditions](Condition) that may be useful in any bevy app.
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pub mod common_conditions {
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use bevy_utils::warn_once;
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use super::NotSystem;
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use crate::{
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change_detection::DetectChanges,
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event::{Event, EventReader},
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prelude::{Component, Query, With},
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removal_detection::RemovedComponents,
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schedule::{State, States},
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system::{IntoSystem, Res, Resource, System},
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};
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/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
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/// if the first time the condition is run and false every time after
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// # #[derive(Resource, Default)]
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/// # struct Counter(u8);
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/// # let mut app = Schedule::default();
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/// # let mut world = World::new();
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/// # world.init_resource::<Counter>();
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/// app.add_systems(
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/// // `run_once` will only return true the first time it's evaluated
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/// my_system.run_if(run_once()),
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/// );
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///
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/// fn my_system(mut counter: ResMut<Counter>) {
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/// counter.0 += 1;
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/// }
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///
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/// // This is the first time the condition will be evaluated so `my_system` will run
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/// app.run(&mut world);
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/// assert_eq!(world.resource::<Counter>().0, 1);
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///
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/// // This is the seconds time the condition will be evaluated so `my_system` won't run
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/// app.run(&mut world);
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/// assert_eq!(world.resource::<Counter>().0, 1);
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/// ```
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pub fn run_once() -> impl FnMut() -> bool + Clone {
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let mut has_run = false;
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move || {
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if !has_run {
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has_run = true;
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true
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} else {
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false
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}
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}
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}
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/// A [`Condition`](super::Condition)-satisfying system that returns `true`
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/// if the resource exists.
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// # #[derive(Resource, Default)]
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/// # struct Counter(u8);
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/// # let mut app = Schedule::default();
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/// # let mut world = World::new();
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/// app.add_systems(
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/// // `resource_exists` will only return true if the given resource exists in the world
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/// my_system.run_if(resource_exists::<Counter>),
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/// );
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///
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/// fn my_system(mut counter: ResMut<Counter>) {
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/// counter.0 += 1;
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/// }
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///
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/// // `Counter` hasn't been added so `my_system` won't run
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/// app.run(&mut world);
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/// world.init_resource::<Counter>();
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///
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/// // `Counter` has now been added so `my_system` can run
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/// app.run(&mut world);
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/// assert_eq!(world.resource::<Counter>().0, 1);
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/// ```
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pub fn resource_exists<T>(res: Option<Res<T>>) -> bool
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where
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T: Resource,
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{
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res.is_some()
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}
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/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
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/// if the resource is equal to `value`.
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///
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/// # Panics
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///
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/// The condition will panic if the resource does not exist.
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// # #[derive(Resource, Default, PartialEq)]
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/// # struct Counter(u8);
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/// # let mut app = Schedule::default();
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/// # let mut world = World::new();
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/// # world.init_resource::<Counter>();
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/// app.add_systems(
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/// // `resource_equals` will only return true if the given resource equals the given value
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/// my_system.run_if(resource_equals(Counter(0))),
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/// );
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///
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/// fn my_system(mut counter: ResMut<Counter>) {
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/// counter.0 += 1;
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/// }
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///
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/// // `Counter` is `0` so `my_system` can run
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/// app.run(&mut world);
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/// assert_eq!(world.resource::<Counter>().0, 1);
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///
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/// // `Counter` is no longer `0` so `my_system` won't run
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/// app.run(&mut world);
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/// assert_eq!(world.resource::<Counter>().0, 1);
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/// ```
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pub fn resource_equals<T>(value: T) -> impl FnMut(Res<T>) -> bool
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where
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T: Resource + PartialEq,
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{
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move |res: Res<T>| *res == value
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}
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/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
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/// if the resource exists and is equal to `value`.
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///
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/// The condition will return `false` if the resource does not exist.
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// # #[derive(Resource, Default, PartialEq)]
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/// # struct Counter(u8);
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/// # let mut app = Schedule::default();
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/// # let mut world = World::new();
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/// app.add_systems(
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/// // `resource_exists_and_equals` will only return true
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/// // if the given resource exists and equals the given value
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/// my_system.run_if(resource_exists_and_equals(Counter(0))),
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/// );
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///
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/// fn my_system(mut counter: ResMut<Counter>) {
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/// counter.0 += 1;
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/// }
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///
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/// // `Counter` hasn't been added so `my_system` can't run
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/// app.run(&mut world);
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/// world.init_resource::<Counter>();
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///
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/// // `Counter` is `0` so `my_system` can run
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/// app.run(&mut world);
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/// assert_eq!(world.resource::<Counter>().0, 1);
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///
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/// // `Counter` is no longer `0` so `my_system` won't run
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/// app.run(&mut world);
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/// assert_eq!(world.resource::<Counter>().0, 1);
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/// ```
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pub fn resource_exists_and_equals<T>(value: T) -> impl FnMut(Option<Res<T>>) -> bool
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where
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T: Resource + PartialEq,
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{
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move |res: Option<Res<T>>| match res {
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Some(res) => *res == value,
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None => false,
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}
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}
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/// A [`Condition`](super::Condition)-satisfying system that returns `true`
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/// if the resource of the given type has been added since the condition was last checked.
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// # #[derive(Resource, Default)]
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/// # struct Counter(u8);
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/// # let mut app = Schedule::default();
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/// # let mut world = World::new();
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/// app.add_systems(
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/// // `resource_added` will only return true if the
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/// // given resource was just added
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/// my_system.run_if(resource_added::<Counter>),
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/// );
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///
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/// fn my_system(mut counter: ResMut<Counter>) {
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/// counter.0 += 1;
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/// }
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///
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/// world.init_resource::<Counter>();
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///
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/// // `Counter` was just added so `my_system` will run
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/// app.run(&mut world);
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/// assert_eq!(world.resource::<Counter>().0, 1);
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///
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/// // `Counter` was not just added so `my_system` will not run
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/// app.run(&mut world);
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/// assert_eq!(world.resource::<Counter>().0, 1);
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/// ```
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pub fn resource_added<T>(res: Option<Res<T>>) -> bool
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where
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T: Resource,
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{
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match res {
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Some(res) => res.is_added(),
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None => false,
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}
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}
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/// A [`Condition`](super::Condition)-satisfying system that returns `true`
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/// if the resource of the given type has had its value changed since the condition
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/// was last checked.
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///
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/// The value is considered changed when it is added. The first time this condition
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/// is checked after the resource was added, it will return `true`.
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/// Change detection behaves like this everywhere in Bevy.
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///
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/// # Panics
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///
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/// The condition will panic if the resource does not exist.
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// # #[derive(Resource, Default)]
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/// # struct Counter(u8);
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/// # let mut app = Schedule::default();
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/// # let mut world = World::new();
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/// # world.init_resource::<Counter>();
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/// app.add_systems(
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/// // `resource_changed` will only return true if the
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/// // given resource was just changed (or added)
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/// my_system.run_if(
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/// resource_changed::<Counter>
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/// // By default detecting changes will also trigger if the resource was
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/// // just added, this won't work with my example so I will add a second
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/// // condition to make sure the resource wasn't just added
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/// .and_then(not(resource_added::<Counter>))
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/// ),
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/// );
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///
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/// fn my_system(mut counter: ResMut<Counter>) {
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/// counter.0 += 1;
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/// }
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///
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/// // `Counter` hasn't been changed so `my_system` won't run
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/// app.run(&mut world);
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/// assert_eq!(world.resource::<Counter>().0, 0);
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///
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/// world.resource_mut::<Counter>().0 = 50;
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///
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/// // `Counter` was just changed so `my_system` will run
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/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 51);
|
|
/// ```
|
|
pub fn resource_changed<T>(res: Res<T>) -> bool
|
|
where
|
|
T: Resource,
|
|
{
|
|
res.is_changed()
|
|
}
|
|
|
|
/// A [`Condition`](super::Condition)-satisfying system that returns `true`
|
|
/// if the resource of the given type has had its value changed since the condition
|
|
/// was last checked.
|
|
///
|
|
/// The value is considered changed when it is added. The first time this condition
|
|
/// is checked after the resource was added, it will return `true`.
|
|
/// Change detection behaves like this everywhere in Bevy.
|
|
///
|
|
/// This run condition does not detect when the resource is removed.
|
|
///
|
|
/// The condition will return `false` if the resource does not exist.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// # #[derive(Resource, Default)]
|
|
/// # struct Counter(u8);
|
|
/// # let mut app = Schedule::default();
|
|
/// # let mut world = World::new();
|
|
/// app.add_systems(
|
|
/// // `resource_exists_and_changed` will only return true if the
|
|
/// // given resource exists and was just changed (or added)
|
|
/// my_system.run_if(
|
|
/// resource_exists_and_changed::<Counter>
|
|
/// // By default detecting changes will also trigger if the resource was
|
|
/// // just added, this won't work with my example so I will add a second
|
|
/// // condition to make sure the resource wasn't just added
|
|
/// .and_then(not(resource_added::<Counter>))
|
|
/// ),
|
|
/// );
|
|
///
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
/// counter.0 += 1;
|
|
/// }
|
|
///
|
|
/// // `Counter` doesn't exist so `my_system` won't run
|
|
/// app.run(&mut world);
|
|
/// world.init_resource::<Counter>();
|
|
///
|
|
/// // `Counter` hasn't been changed so `my_system` won't run
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
|
///
|
|
/// world.resource_mut::<Counter>().0 = 50;
|
|
///
|
|
/// // `Counter` was just changed so `my_system` will run
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 51);
|
|
/// ```
|
|
pub fn resource_exists_and_changed<T>(res: Option<Res<T>>) -> bool
|
|
where
|
|
T: Resource,
|
|
{
|
|
match res {
|
|
Some(res) => res.is_changed(),
|
|
None => false,
|
|
}
|
|
}
|
|
|
|
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
|
|
/// if the resource of the given type has had its value changed since the condition
|
|
/// was last checked.
|
|
///
|
|
/// The value is considered changed when it is added. The first time this condition
|
|
/// is checked after the resource was added, it will return `true`.
|
|
/// Change detection behaves like this everywhere in Bevy.
|
|
///
|
|
/// This run condition also detects removal. It will return `true` if the resource
|
|
/// has been removed since the run condition was last checked.
|
|
///
|
|
/// The condition will return `false` if the resource does not exist.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// # #[derive(Resource, Default)]
|
|
/// # struct Counter(u8);
|
|
/// # let mut app = Schedule::default();
|
|
/// # let mut world = World::new();
|
|
/// # world.init_resource::<Counter>();
|
|
/// app.add_systems(
|
|
/// // `resource_changed_or_removed` will only return true if the
|
|
/// // given resource was just changed or removed (or added)
|
|
/// my_system.run_if(
|
|
/// resource_changed_or_removed::<Counter>()
|
|
/// // By default detecting changes will also trigger if the resource was
|
|
/// // just added, this won't work with my example so I will add a second
|
|
/// // condition to make sure the resource wasn't just added
|
|
/// .and_then(not(resource_added::<Counter>))
|
|
/// ),
|
|
/// );
|
|
///
|
|
/// #[derive(Resource, Default)]
|
|
/// struct MyResource;
|
|
///
|
|
/// // If `Counter` exists, increment it, otherwise insert `MyResource`
|
|
/// fn my_system(mut commands: Commands, mut counter: Option<ResMut<Counter>>) {
|
|
/// if let Some(mut counter) = counter {
|
|
/// counter.0 += 1;
|
|
/// } else {
|
|
/// commands.init_resource::<MyResource>();
|
|
/// }
|
|
/// }
|
|
///
|
|
/// // `Counter` hasn't been changed so `my_system` won't run
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
|
///
|
|
/// world.resource_mut::<Counter>().0 = 50;
|
|
///
|
|
/// // `Counter` was just changed so `my_system` will run
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 51);
|
|
///
|
|
/// world.remove_resource::<Counter>();
|
|
///
|
|
/// // `Counter` was just removed so `my_system` will run
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.contains_resource::<MyResource>(), true);
|
|
/// ```
|
|
pub fn resource_changed_or_removed<T>() -> impl FnMut(Option<Res<T>>) -> bool + Clone
|
|
where
|
|
T: Resource,
|
|
{
|
|
let mut existed = false;
|
|
move |res: Option<Res<T>>| {
|
|
if let Some(value) = res {
|
|
existed = true;
|
|
value.is_changed()
|
|
} else if existed {
|
|
existed = false;
|
|
true
|
|
} else {
|
|
false
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
|
|
/// if the resource of the given type has been removed since the condition was last checked.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// # #[derive(Resource, Default)]
|
|
/// # struct Counter(u8);
|
|
/// # let mut app = Schedule::default();
|
|
/// # let mut world = World::new();
|
|
/// # world.init_resource::<Counter>();
|
|
/// app.add_systems(
|
|
/// // `resource_removed` will only return true if the
|
|
/// // given resource was just removed
|
|
/// my_system.run_if(resource_removed::<MyResource>()),
|
|
/// );
|
|
///
|
|
/// #[derive(Resource, Default)]
|
|
/// struct MyResource;
|
|
///
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
/// counter.0 += 1;
|
|
/// }
|
|
///
|
|
/// world.init_resource::<MyResource>();
|
|
///
|
|
/// // `MyResource` hasn't just been removed so `my_system` won't run
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
|
///
|
|
/// world.remove_resource::<MyResource>();
|
|
///
|
|
/// // `MyResource` was just removed so `my_system` will run
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
/// ```
|
|
pub fn resource_removed<T>() -> impl FnMut(Option<Res<T>>) -> bool + Clone
|
|
where
|
|
T: Resource,
|
|
{
|
|
let mut existed = false;
|
|
move |res: Option<Res<T>>| {
|
|
if res.is_some() {
|
|
existed = true;
|
|
false
|
|
} else if existed {
|
|
existed = false;
|
|
true
|
|
} else {
|
|
false
|
|
}
|
|
}
|
|
}
|
|
|
|
/// A [`Condition`](super::Condition)-satisfying system that returns `true`
|
|
/// if the state machine exists.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// # #[derive(Resource, Default)]
|
|
/// # struct Counter(u8);
|
|
/// # let mut app = Schedule::default();
|
|
/// # let mut world = World::new();
|
|
/// # world.init_resource::<Counter>();
|
|
/// #[derive(States, Clone, Copy, Default, Eq, PartialEq, Hash, Debug)]
|
|
/// enum GameState {
|
|
/// #[default]
|
|
/// Playing,
|
|
/// Paused,
|
|
/// }
|
|
///
|
|
/// app.add_systems(
|
|
/// // `state_exists` will only return true if the
|
|
/// // given state exists
|
|
/// my_system.run_if(state_exists::<GameState>),
|
|
/// );
|
|
///
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
/// counter.0 += 1;
|
|
/// }
|
|
///
|
|
/// // `GameState` does not yet exist `my_system` won't run
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
|
///
|
|
/// world.init_resource::<State<GameState>>();
|
|
///
|
|
/// // `GameState` now exists so `my_system` will run
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
/// ```
|
|
pub fn state_exists<S: States>(current_state: Option<Res<State<S>>>) -> bool {
|
|
current_state.is_some()
|
|
}
|
|
|
|
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
|
|
/// if the state machine is currently in `state`.
|
|
///
|
|
/// Will return `false` if the state does not exist or if not in `state`.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// # #[derive(Resource, Default)]
|
|
/// # struct Counter(u8);
|
|
/// # let mut app = Schedule::default();
|
|
/// # let mut world = World::new();
|
|
/// # world.init_resource::<Counter>();
|
|
/// #[derive(States, Clone, Copy, Default, Eq, PartialEq, Hash, Debug)]
|
|
/// enum GameState {
|
|
/// #[default]
|
|
/// Playing,
|
|
/// Paused,
|
|
/// }
|
|
///
|
|
/// world.init_resource::<State<GameState>>();
|
|
///
|
|
/// app.add_systems((
|
|
/// // `in_state` will only return true if the
|
|
/// // given state equals the given value
|
|
/// play_system.run_if(in_state(GameState::Playing)),
|
|
/// pause_system.run_if(in_state(GameState::Paused)),
|
|
/// ));
|
|
///
|
|
/// fn play_system(mut counter: ResMut<Counter>) {
|
|
/// counter.0 += 1;
|
|
/// }
|
|
///
|
|
/// fn pause_system(mut counter: ResMut<Counter>) {
|
|
/// counter.0 -= 1;
|
|
/// }
|
|
///
|
|
/// // We default to `GameState::Playing` so `play_system` runs
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
///
|
|
/// *world.resource_mut::<State<GameState>>() = State::new(GameState::Paused);
|
|
///
|
|
/// // Now that we are in `GameState::Pause`, `pause_system` will run
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
|
/// ```
|
|
pub fn in_state<S: States>(state: S) -> impl FnMut(Option<Res<State<S>>>) -> bool + Clone {
|
|
move |current_state: Option<Res<State<S>>>| match current_state {
|
|
Some(current_state) => *current_state == state,
|
|
None => {
|
|
warn_once!("No state matching the type for {} exists - did you forget to `add_state` when initializing the app?", {
|
|
let debug_state = format!("{state:?}");
|
|
let result = debug_state
|
|
.split("::")
|
|
.next()
|
|
.unwrap_or("Unknown State Type");
|
|
result.to_string()
|
|
});
|
|
|
|
false
|
|
}
|
|
}
|
|
}
|
|
|
|
/// A [`Condition`](super::Condition)-satisfying system that returns `true`
|
|
/// if the state machine changed state.
|
|
///
|
|
/// To do things on transitions to/from specific states, use their respective OnEnter/OnExit
|
|
/// schedules. Use this run condition if you want to detect any change, regardless of the value.
|
|
///
|
|
/// Returns false if the state does not exist or the state has not changed.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// # #[derive(Resource, Default)]
|
|
/// # struct Counter(u8);
|
|
/// # let mut app = Schedule::default();
|
|
/// # let mut world = World::new();
|
|
/// # world.init_resource::<Counter>();
|
|
/// #[derive(States, Clone, Copy, Default, Eq, PartialEq, Hash, Debug)]
|
|
/// enum GameState {
|
|
/// #[default]
|
|
/// Playing,
|
|
/// Paused,
|
|
/// }
|
|
///
|
|
/// world.init_resource::<State<GameState>>();
|
|
///
|
|
/// app.add_systems(
|
|
/// // `state_changed` will only return true if the
|
|
/// // given states value has just been updated or
|
|
/// // the state has just been added
|
|
/// my_system.run_if(state_changed::<GameState>),
|
|
/// );
|
|
///
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
/// counter.0 += 1;
|
|
/// }
|
|
///
|
|
/// // `GameState` has just been added so `my_system` will run
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
///
|
|
/// // `GameState` has not been updated so `my_system` will not run
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
///
|
|
/// *world.resource_mut::<State<GameState>>() = State::new(GameState::Paused);
|
|
///
|
|
/// // Now that `GameState` has been updated `my_system` will run
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 2);
|
|
/// ```
|
|
pub fn state_changed<S: States>(current_state: Option<Res<State<S>>>) -> bool {
|
|
let Some(current_state) = current_state else {
|
|
return false;
|
|
};
|
|
current_state.is_changed()
|
|
}
|
|
|
|
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
|
|
/// if there are any new events of the given type since it was last called.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// # #[derive(Resource, Default)]
|
|
/// # struct Counter(u8);
|
|
/// # let mut app = Schedule::default();
|
|
/// # let mut world = World::new();
|
|
/// # world.init_resource::<Counter>();
|
|
/// # world.init_resource::<Events<MyEvent>>();
|
|
/// # app.add_systems(bevy_ecs::event::event_update_system.before(my_system));
|
|
///
|
|
/// app.add_systems(
|
|
/// my_system.run_if(on_event::<MyEvent>()),
|
|
/// );
|
|
///
|
|
/// #[derive(Event)]
|
|
/// struct MyEvent;
|
|
///
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
/// counter.0 += 1;
|
|
/// }
|
|
///
|
|
/// // No new `MyEvent` events have been push so `my_system` won't run
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
|
///
|
|
/// world.resource_mut::<Events<MyEvent>>().send(MyEvent);
|
|
///
|
|
/// // A `MyEvent` event has been pushed so `my_system` will run
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
/// ```
|
|
pub fn on_event<T: Event>() -> impl FnMut(EventReader<T>) -> bool + Clone {
|
|
// The events need to be consumed, so that there are no false positives on subsequent
|
|
// calls of the run condition. Simply checking `is_empty` would not be enough.
|
|
// PERF: note that `count` is efficient (not actually looping/iterating),
|
|
// due to Bevy having a specialized implementation for events.
|
|
move |mut reader: EventReader<T>| reader.read().count() > 0
|
|
}
|
|
|
|
/// A [`Condition`](super::Condition)-satisfying system that returns `true`
|
|
/// if there are any entities with the given component type.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// # #[derive(Resource, Default)]
|
|
/// # struct Counter(u8);
|
|
/// # let mut app = Schedule::default();
|
|
/// # let mut world = World::new();
|
|
/// # world.init_resource::<Counter>();
|
|
/// app.add_systems(
|
|
/// my_system.run_if(any_with_component::<MyComponent>),
|
|
/// );
|
|
///
|
|
/// #[derive(Component)]
|
|
/// struct MyComponent;
|
|
///
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
/// counter.0 += 1;
|
|
/// }
|
|
///
|
|
/// // No entities exist yet with a `MyComponent` component so `my_system` won't run
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
|
///
|
|
/// world.spawn(MyComponent);
|
|
///
|
|
/// // An entities with `MyComponent` now exists so `my_system` will run
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 1);
|
|
/// ```
|
|
pub fn any_with_component<T: Component>(query: Query<(), With<T>>) -> bool {
|
|
!query.is_empty()
|
|
}
|
|
|
|
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
|
|
/// if there are any entity with a component of the given type removed.
|
|
pub fn any_component_removed<T: Component>() -> impl FnMut(RemovedComponents<T>) -> bool {
|
|
// `RemovedComponents` based on events and therefore events need to be consumed,
|
|
// so that there are no false positives on subsequent calls of the run condition.
|
|
// Simply checking `is_empty` would not be enough.
|
|
// PERF: note that `count` is efficient (not actually looping/iterating),
|
|
// due to Bevy having a specialized implementation for events.
|
|
move |mut removals: RemovedComponents<T>| removals.read().count() != 0
|
|
}
|
|
|
|
/// Generates a [`Condition`](super::Condition) that inverses the result of passed one.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// # #[derive(Resource, Default)]
|
|
/// # struct Counter(u8);
|
|
/// # let mut app = Schedule::default();
|
|
/// # let mut world = World::new();
|
|
/// # world.init_resource::<Counter>();
|
|
/// app.add_systems(
|
|
/// // `not` will inverse any condition you pass in.
|
|
/// // Since the condition we choose always returns true
|
|
/// // this system will never run
|
|
/// my_system.run_if(not(always)),
|
|
/// );
|
|
///
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
/// counter.0 += 1;
|
|
/// }
|
|
///
|
|
/// fn always() -> bool {
|
|
/// true
|
|
/// }
|
|
///
|
|
/// app.run(&mut world);
|
|
/// assert_eq!(world.resource::<Counter>().0, 0);
|
|
/// ```
|
|
pub fn not<Marker, TOut, T>(condition: T) -> NotSystem<T::System>
|
|
where
|
|
TOut: std::ops::Not,
|
|
T: IntoSystem<(), TOut, Marker>,
|
|
{
|
|
let condition = IntoSystem::into_system(condition);
|
|
let name = format!("!{}", condition.name());
|
|
NotSystem::new(super::NotMarker, condition, name.into())
|
|
}
|
|
}
|
|
|
|
/// Invokes [`Not`] with the output of another system.
|
|
///
|
|
/// See [`common_conditions::not`] for examples.
|
|
pub type NotSystem<T> = AdapterSystem<NotMarker, T>;
|
|
|
|
/// Used with [`AdapterSystem`] to negate the output of a system via the [`Not`] operator.
|
|
#[doc(hidden)]
|
|
#[derive(Clone, Copy)]
|
|
pub struct NotMarker;
|
|
|
|
impl<T: System> Adapt<T> for NotMarker
|
|
where
|
|
T::Out: Not,
|
|
{
|
|
type In = T::In;
|
|
type Out = <T::Out as Not>::Output;
|
|
|
|
fn adapt(&mut self, input: Self::In, run_system: impl FnOnce(T::In) -> T::Out) -> Self::Out {
|
|
!run_system(input)
|
|
}
|
|
}
|
|
|
|
/// Combines the outputs of two systems using the `&&` operator.
|
|
pub type AndThen<A, B> = CombinatorSystem<AndThenMarker, A, B>;
|
|
|
|
/// Combines the outputs of two systems using the `||` operator.
|
|
pub type OrElse<A, B> = CombinatorSystem<OrElseMarker, A, B>;
|
|
|
|
#[doc(hidden)]
|
|
pub struct AndThenMarker;
|
|
|
|
impl<In, A, B> Combine<A, B> for AndThenMarker
|
|
where
|
|
In: Copy,
|
|
A: System<In = In, Out = bool>,
|
|
B: System<In = In, Out = bool>,
|
|
{
|
|
type In = In;
|
|
type Out = bool;
|
|
|
|
fn combine(
|
|
input: Self::In,
|
|
a: impl FnOnce(<A as System>::In) -> <A as System>::Out,
|
|
b: impl FnOnce(<B as System>::In) -> <B as System>::Out,
|
|
) -> Self::Out {
|
|
a(input) && b(input)
|
|
}
|
|
}
|
|
|
|
#[doc(hidden)]
|
|
pub struct OrElseMarker;
|
|
|
|
impl<In, A, B> Combine<A, B> for OrElseMarker
|
|
where
|
|
In: Copy,
|
|
A: System<In = In, Out = bool>,
|
|
B: System<In = In, Out = bool>,
|
|
{
|
|
type In = In;
|
|
type Out = bool;
|
|
|
|
fn combine(
|
|
input: Self::In,
|
|
a: impl FnOnce(<A as System>::In) -> <A as System>::Out,
|
|
b: impl FnOnce(<B as System>::In) -> <B as System>::Out,
|
|
) -> Self::Out {
|
|
a(input) || b(input)
|
|
}
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use super::{common_conditions::*, Condition};
|
|
use crate as bevy_ecs;
|
|
use crate::component::Component;
|
|
use crate::schedule::IntoSystemConfigs;
|
|
use crate::schedule::{State, States};
|
|
use crate::system::Local;
|
|
use crate::{change_detection::ResMut, schedule::Schedule, world::World};
|
|
use bevy_ecs_macros::Event;
|
|
use bevy_ecs_macros::Resource;
|
|
|
|
#[derive(Resource, Default)]
|
|
struct Counter(usize);
|
|
|
|
fn increment_counter(mut counter: ResMut<Counter>) {
|
|
counter.0 += 1;
|
|
}
|
|
|
|
fn every_other_time(mut has_ran: Local<bool>) -> bool {
|
|
*has_ran = !*has_ran;
|
|
*has_ran
|
|
}
|
|
|
|
#[test]
|
|
fn run_condition() {
|
|
let mut world = World::new();
|
|
world.init_resource::<Counter>();
|
|
let mut schedule = Schedule::default();
|
|
|
|
// Run every other cycle
|
|
schedule.add_systems(increment_counter.run_if(every_other_time));
|
|
|
|
schedule.run(&mut world);
|
|
schedule.run(&mut world);
|
|
assert_eq!(world.resource::<Counter>().0, 1);
|
|
schedule.run(&mut world);
|
|
schedule.run(&mut world);
|
|
assert_eq!(world.resource::<Counter>().0, 2);
|
|
|
|
// Run every other cycle opposite to the last one
|
|
schedule.add_systems(increment_counter.run_if(not(every_other_time)));
|
|
|
|
schedule.run(&mut world);
|
|
schedule.run(&mut world);
|
|
assert_eq!(world.resource::<Counter>().0, 4);
|
|
schedule.run(&mut world);
|
|
schedule.run(&mut world);
|
|
assert_eq!(world.resource::<Counter>().0, 6);
|
|
}
|
|
|
|
#[test]
|
|
fn run_condition_combinators() {
|
|
let mut world = World::new();
|
|
world.init_resource::<Counter>();
|
|
let mut schedule = Schedule::default();
|
|
|
|
// Always run
|
|
schedule.add_systems(increment_counter.run_if(every_other_time.or_else(|| true)));
|
|
// Run every other cycle
|
|
schedule.add_systems(increment_counter.run_if(every_other_time.and_then(|| true)));
|
|
|
|
schedule.run(&mut world);
|
|
assert_eq!(world.resource::<Counter>().0, 2);
|
|
schedule.run(&mut world);
|
|
assert_eq!(world.resource::<Counter>().0, 3);
|
|
}
|
|
|
|
#[test]
|
|
fn multiple_run_conditions() {
|
|
let mut world = World::new();
|
|
world.init_resource::<Counter>();
|
|
let mut schedule = Schedule::default();
|
|
|
|
// Run every other cycle
|
|
schedule.add_systems(increment_counter.run_if(every_other_time).run_if(|| true));
|
|
// Never run
|
|
schedule.add_systems(increment_counter.run_if(every_other_time).run_if(|| false));
|
|
|
|
schedule.run(&mut world);
|
|
assert_eq!(world.resource::<Counter>().0, 1);
|
|
schedule.run(&mut world);
|
|
assert_eq!(world.resource::<Counter>().0, 1);
|
|
}
|
|
|
|
#[test]
|
|
fn multiple_run_conditions_is_and_operation() {
|
|
let mut world = World::new();
|
|
world.init_resource::<Counter>();
|
|
|
|
let mut schedule = Schedule::default();
|
|
|
|
// This should never run, if multiple run conditions worked
|
|
// like an OR condition then it would always run
|
|
schedule.add_systems(
|
|
increment_counter
|
|
.run_if(every_other_time)
|
|
.run_if(not(every_other_time)),
|
|
);
|
|
|
|
schedule.run(&mut world);
|
|
assert_eq!(world.resource::<Counter>().0, 0);
|
|
schedule.run(&mut world);
|
|
assert_eq!(world.resource::<Counter>().0, 0);
|
|
}
|
|
|
|
#[derive(States, PartialEq, Eq, Debug, Default, Hash, Clone)]
|
|
enum TestState {
|
|
#[default]
|
|
A,
|
|
B,
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct TestComponent;
|
|
|
|
#[derive(Event)]
|
|
struct TestEvent;
|
|
|
|
fn test_system() {}
|
|
|
|
// Ensure distributive_run_if compiles with the common conditions.
|
|
#[test]
|
|
fn distributive_run_if_compiles() {
|
|
Schedule::default().add_systems(
|
|
(test_system, test_system)
|
|
.distributive_run_if(run_once())
|
|
.distributive_run_if(resource_exists::<State<TestState>>)
|
|
.distributive_run_if(resource_added::<State<TestState>>)
|
|
.distributive_run_if(resource_changed::<State<TestState>>)
|
|
.distributive_run_if(resource_exists_and_changed::<State<TestState>>)
|
|
.distributive_run_if(resource_changed_or_removed::<State<TestState>>())
|
|
.distributive_run_if(resource_removed::<State<TestState>>())
|
|
.distributive_run_if(state_exists::<TestState>)
|
|
.distributive_run_if(in_state(TestState::A).or_else(in_state(TestState::B)))
|
|
.distributive_run_if(state_changed::<TestState>)
|
|
.distributive_run_if(on_event::<TestEvent>())
|
|
.distributive_run_if(any_with_component::<TestComponent>)
|
|
.distributive_run_if(not(run_once())),
|
|
);
|
|
}
|
|
}
|