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b1c3e9862d
This adds the concept of "default labels" for systems (currently scoped to "parallel systems", but this could just as easily be implemented for "exclusive systems"). Function systems now include their function's `SystemTypeIdLabel` by default. This enables the following patterns: ```rust // ordering two systems without manually defining labels app .add_system(update_velocity) .add_system(movement.after(update_velocity)) // ordering sets of systems without manually defining labels app .add_system(foo) .add_system_set( SystemSet::new() .after(foo) .with_system(bar) .with_system(baz) ) ``` Fixes: #4219 Related to: #4220 Credit to @aevyrie @alice-i-cecile @DJMcNab (and probably others) for proposing (and supporting) this idea about a year ago. I was a big dummy that both shut down this (very good) idea and then forgot I did that. Sorry. You all were right! |
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bevy_app | ||
bevy_asset | ||
bevy_audio | ||
bevy_core | ||
bevy_core_pipeline | ||
bevy_crevice | ||
bevy_derive | ||
bevy_diagnostic | ||
bevy_dylib | ||
bevy_dynamic_plugin | ||
bevy_ecs | ||
bevy_ecs_compile_fail_tests | ||
bevy_gilrs | ||
bevy_gltf | ||
bevy_hierarchy | ||
bevy_input | ||
bevy_internal | ||
bevy_log | ||
bevy_macro_utils | ||
bevy_math | ||
bevy_pbr | ||
bevy_reflect | ||
bevy_render | ||
bevy_scene | ||
bevy_sprite | ||
bevy_tasks | ||
bevy_text | ||
bevy_transform | ||
bevy_ui | ||
bevy_utils | ||
bevy_window | ||
bevy_winit |