bevy/examples/ecs/removal_detection.rs
Carter Anderson 81b53d15d4 Make Commands and World apis consistent (#1703)
Resolves #1253 #1562

This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder.

In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions.

I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
2021-03-23 00:23:40 +00:00

75 lines
2.9 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::build()
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.add_system_to_stage(CoreStage::Update, remove_component.system())
.add_system_to_stage(CoreStage::PostUpdate, react_on_removal.system())
.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()`.
struct MyComponent;
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let texture = asset_server.load("branding/icon.png");
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
commands
.spawn_bundle(SpriteBundle {
material: materials.add(texture.into()),
..Default::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(
mut materials: ResMut<Assets<ColorMaterial>>,
removed: RemovedComponents<MyComponent>,
query: Query<(Entity, &Handle<ColorMaterial>)>,
) {
// Note: usually this isn't how you would handle a `Query`. In this example it makes things
// a bit easier to read.
let (query_entity, material) = query.iter().next().unwrap();
// `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() {
// We compare the `Entity` that had its `MyComponent` `Component` removed with the `Entity`
// in the current `Query`. If they match all red is removed from the material.
if query_entity == entity {
materials.get_mut(material).unwrap().color.set_r(0.0);
}
}
}