bevy/examples/ecs/removal_detection.rs
Mark Schmale 1ba7429371 Doc/module style doc blocks for examples (#4438)
# Objective

Provide a starting point for #3951, or a partial solution. 
Providing a few comment blocks to discuss, and hopefully find better one in the process. 

## Solution

Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. 

## Changelog

- Moved some existing comments from main() functions in the 2d examples to the file header level
- Wrote some more comment blocks for most other 2d examples

TODO: 
- [x] 2d/sprite_sheet, wasnt able to come up with something good yet 
- [x] all other example groups...


Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. 
I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
2022-05-16 13:53:20 +00:00

60 lines
2.3 KiB
Rust

//! This example shows how you can know when a `Component` has been removed, so you can react to it.
use bevy::prelude::*;
fn main() {
// Information regarding removed `Component`s is discarded at the end of each frame, so you need
// to react to the removal before the frame is over.
//
// Also, `Components` are removed via a `Command`. `Command`s are applied after a stage has
// finished executing. So you need to react to the removal at some stage after the
// `Component` is removed.
//
// With these constraints in mind we make sure to place the system that removes a `Component` on
// the `CoreStage::Update' stage, and the system that reacts on the removal on the
// `CoreStage::PostUpdate` stage.
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system_to_stage(CoreStage::Update, remove_component)
.add_system_to_stage(CoreStage::PostUpdate, react_on_removal)
.run();
}
// This `Struct` is just used for convenience in this example. This is the `Component` we'll be
// giving to the `Entity` so we have a `Component` to remove in `remove_component()`.
#[derive(Component)]
struct MyComponent;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
commands
.spawn_bundle(SpriteBundle {
texture: asset_server.load("branding/icon.png"),
..default()
})
.insert(MyComponent); // Add the `Component`.
}
fn remove_component(
time: Res<Time>,
mut commands: Commands,
query: Query<Entity, With<MyComponent>>,
) {
// After two seconds have passed the `Component` is removed.
if time.seconds_since_startup() > 2.0 {
if let Some(entity) = query.iter().next() {
commands.entity(entity).remove::<MyComponent>();
}
}
}
fn react_on_removal(removed: RemovedComponents<MyComponent>, mut query: Query<&mut Sprite>) {
// `RemovedComponents<T>::iter()` returns an interator with the `Entity`s that had their
// `Component` `T` (in this case `MyComponent`) removed at some point earlier during the frame.
for entity in removed.iter() {
if let Ok(mut sprite) = query.get_mut(entity) {
sprite.color.set_r(0.0);
}
}
}