mirror of
https://github.com/bevyengine/bevy
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d96a9d15f6
# Objective - closes #15866 ## Solution - Simply migrate where possible. ## Testing - Expect that CI will do most of the work. Examples is another way of testing this, as most of the work is in that area. --- ## Notes For now, this PR doesn't migrate `QueryState::single` and friends as for now, this look like another issue. So for example, QueryBuilders that used single or `World::query` that used single wasn't migrated. If there is a easy way to migrate those, please let me know. Most of the uses of `Query::single` were removed, the only other uses that I found was related to tests of said methods, so will probably be removed when we remove `Query::single`.
112 lines
3.5 KiB
Rust
112 lines
3.5 KiB
Rust
//! Demonstrates the use of "one-shot systems", which run once when triggered.
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//!
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//! These can be useful to help structure your logic in a push-based fashion,
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//! reducing the overhead of running extremely rarely run systems
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//! and improving schedule flexibility.
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//!
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//! See the [`World::run_system`](World::run_system) or
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//! [`World::run_system_once`](World#method.run_system_once_with)
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//! docs for more details.
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use bevy::{
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ecs::system::{RunSystemOnce, SystemId},
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prelude::*,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(
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Startup,
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(
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setup_ui,
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setup_with_commands,
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setup_with_world.after(setup_ui), // since we run `system_b` once in world it needs to run after `setup_ui`
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),
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)
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.add_systems(Update, (trigger_system, evaluate_callbacks).chain())
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.run();
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}
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#[derive(Component)]
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struct Callback(SystemId);
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#[derive(Component)]
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struct Triggered;
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#[derive(Component)]
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struct A;
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#[derive(Component)]
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struct B;
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fn setup_with_commands(mut commands: Commands) {
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let system_id = commands.register_system(system_a);
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commands.spawn((Callback(system_id), A));
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}
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fn setup_with_world(world: &mut World) {
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// We can run it once manually
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world.run_system_once(system_b).unwrap();
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// Or with a Callback
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let system_id = world.register_system(system_b);
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world.spawn((Callback(system_id), B));
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}
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/// Tag entities that have callbacks we want to run with the `Triggered` component.
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fn trigger_system(
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mut commands: Commands,
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query_a: Single<Entity, With<A>>,
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query_b: Single<Entity, With<B>>,
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input: Res<ButtonInput<KeyCode>>,
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) {
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if input.just_pressed(KeyCode::KeyA) {
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let entity = *query_a;
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commands.entity(entity).insert(Triggered);
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}
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if input.just_pressed(KeyCode::KeyB) {
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let entity = *query_b;
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commands.entity(entity).insert(Triggered);
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}
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}
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/// Runs the systems associated with each `Callback` component if the entity also has a `Triggered` component.
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///
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/// This could be done in an exclusive system rather than using `Commands` if preferred.
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fn evaluate_callbacks(query: Query<(Entity, &Callback), With<Triggered>>, mut commands: Commands) {
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for (entity, callback) in query.iter() {
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commands.run_system(callback.0);
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commands.entity(entity).remove::<Triggered>();
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}
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}
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fn system_a(entity_a: Single<Entity, With<Text>>, mut writer: UiTextWriter) {
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*writer.text(*entity_a, 3) = String::from("A");
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info!("A: One shot system registered with Commands was triggered");
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}
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fn system_b(entity_b: Single<Entity, With<Text>>, mut writer: UiTextWriter) {
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*writer.text(*entity_b, 3) = String::from("B");
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info!("B: One shot system registered with World was triggered");
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}
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fn setup_ui(mut commands: Commands) {
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commands.spawn(Camera2d);
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commands
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.spawn((
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Text::default(),
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TextLayout::new_with_justify(JustifyText::Center),
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Style {
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align_self: AlignSelf::Center,
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justify_self: JustifySelf::Center,
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..default()
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},
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))
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.with_children(|p| {
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p.spawn(TextSpan::new("Press A or B to trigger a one-shot system\n"));
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p.spawn(TextSpan::new("Last Triggered: "));
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p.spawn((
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TextSpan::new("-"),
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TextColor(bevy::color::palettes::css::ORANGE.into()),
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));
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});
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}
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