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# Objective Fix an issue where events are not being dropped after being read. I believe #10077 introduced this issue. The code currently works as follows: 1. `EventUpdateSignal` is **shared for all event types** 2. During the fixed update phase, `EventUpdateSignal` is set to true 3. `event_update_system`, **unique per event type**, runs to update Events<T> 4. `event_update_system` reads value of `EventUpdateSignal` to check if it should update, and then **resets** the value to false If there are multiple event types, the first `event_update_system` run will reset the shared `EventUpdateSignal` signal, preventing other events from being cleared. ## Solution I've updated the code to have separate signals per event type and added a shared signal to notify all systems that the time plugin is installed. ## Changelog - Fixed bug where events were not being dropped |
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Bevy Time
The built-in timekeeping plugin for the Bevy game engine.