mirror of
https://github.com/bevyengine/bevy
synced 2024-11-14 00:47:32 +00:00
097a55948c
Refactor Time API and internals
73 lines
2.2 KiB
Rust
73 lines
2.2 KiB
Rust
use bevy::{log::info, prelude::*};
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fn main() {
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App::build()
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.add_plugins(DefaultPlugins)
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.add_resource(Countdown::default())
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.add_startup_system(setup_system)
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.add_system(countdown_system)
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.add_system(timer_system)
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.run();
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}
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pub struct Countdown {
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pub percent_trigger: Timer,
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pub main_timer: Timer,
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}
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impl Countdown {
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pub fn new() -> Self {
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Self {
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percent_trigger: Timer::from_seconds(4.0, true),
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main_timer: Timer::from_seconds(20.0, false),
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}
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}
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}
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impl Default for Countdown {
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fn default() -> Self {
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Self::new()
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}
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}
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fn setup_system(commands: &mut Commands) {
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// Add an entity to the world with a timer
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commands.spawn((Timer::from_seconds(5.0, false),));
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}
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/// This system ticks all the `Timer` components on entities within the scene
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/// using bevy's `Time` resource to get the delta between each update.
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fn timer_system(time: Res<Time>, mut query: Query<&mut Timer>) {
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for mut timer in query.iter_mut() {
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if timer.tick(time.delta_seconds()).just_finished() {
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info!("Entity timer just finished")
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}
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}
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}
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/// This system controls ticking the timer within the countdown resource and
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/// handling its state.
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fn countdown_system(time: Res<Time>, mut countdown: ResMut<Countdown>) {
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countdown.main_timer.tick(time.delta_seconds());
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// The API encourages this kind of timer state checking (if you're only checking for one value)
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// Additionally, `finished()` would accomplish the same thing as `just_finished` due to the timer
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// being repeating, however this makes more sense visually.
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if countdown
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.percent_trigger
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.tick(time.delta_seconds())
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.just_finished()
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{
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if !countdown.main_timer.finished() {
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// Print the percent complete the main timer is.
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info!(
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"Timer is {:0.0}% complete!",
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countdown.main_timer.percent() * 100.0
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);
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} else {
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// The timer has finished so we pause the percent output timer
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countdown.percent_trigger.pause();
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info!("Paused percent trigger timer")
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}
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}
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}
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