bevy/crates/bevy_ecs/examples/events.rs
Jakob Hellermann e71c4d2802 fix nightly clippy warnings (#6395)
# Objective

- fix new clippy lints before they get stable and break CI

## Solution

- run `clippy --fix` to auto-fix machine-applicable lints
- silence `clippy::should_implement_trait` for `fn HandleId::default<T: Asset>`

## Changes
- always prefer `format!("{inline}")` over `format!("{}", not_inline)`
- prefer `Box::default` (or `Box::<T>::default` if necessary) over `Box::new(T::default())`
2022-10-28 21:03:01 +00:00

69 lines
2.4 KiB
Rust

use bevy_ecs::prelude::*;
// In this example a system sends a custom event with a 50/50 chance during any frame.
// If an event was send, it will be printed by the console in a receiving system.
fn main() {
// Create a new empty world and add the event as a resource
let mut world = World::new();
world.insert_resource(Events::<MyEvent>::default());
// Create a schedule and a stage
let mut schedule = Schedule::default();
#[derive(StageLabel)]
enum Stages {
First,
Second,
}
// Events need to be updated in every frame. This update should happen before we use
// the events. To guarantee this, we can let the update run in an earlier stage than our logic.
// Here we will use a stage called "first" that will always run it's systems before the Stage
// called "second". In "first" we update the events and in "second" we run our systems
// sending and receiving events.
let mut first = SystemStage::parallel();
first.add_system(Events::<MyEvent>::update_system);
schedule.add_stage(Stages::First, first);
// Add systems sending and receiving events to a "second" Stage
let mut second = SystemStage::parallel();
second.add_system(sending_system);
second.add_system(receiving_system.after(sending_system));
// Run the "second" Stage after the "first" Stage, so our Events always get updated before we use them
schedule.add_stage_after(Stages::First, Stages::Second, second);
// Simulate 10 frames of our world
for iteration in 1..=10 {
println!("Simulating frame {iteration}/10");
schedule.run(&mut world);
}
}
// This is our event that we will send and receive in systems
struct MyEvent {
pub message: String,
pub random_value: f32,
}
// In every frame we will send an event with a 50/50 chance
fn sending_system(mut event_writer: EventWriter<MyEvent>) {
let random_value: f32 = rand::random();
if random_value > 0.5 {
event_writer.send(MyEvent {
message: "A random event with value > 0.5".to_string(),
random_value,
});
}
}
// This system listens for events of the type MyEvent
// If an event is received it will be printed to the console
fn receiving_system(mut event_reader: EventReader<MyEvent>) {
for my_event in event_reader.iter() {
println!(
" Received message {:?}, with random value of {}",
my_event.message, my_event.random_value
);
}
}