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system_sets.rs
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system_sets.rs
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//! Shows how systems with a similar purpose can be grouped into sets.
//!
//! ```none
//! Physics (Criteria: App has run < 1.0 seconds)
//! \--> update_velocity (via label PhysicsSystem::UpdateVelocity)
//! \--> movement (via label PhysicsSystem::Movement)
//! PostPhysics (Criteria: Resource `done` is false)
//! \--> collision || sfx
//! Exit (Criteria: Resource `done` is true)
//! \--> exit
//! ```
//!
//! The `Physics` label represents a [`SystemSet`] containing two systems.
//! This set's criteria is to stop after a second has elapsed.
//! The two systems (`update_velocity`, `movement`) run in a specified order.
//!
//! Another label `PostPhysics` uses run criteria to only run after `Physics` has finished.
//! This set's criteria is to run only when _not done_, as specified via a resource.
//! The two systems here (collision, sfx) are not specified to run in any order, and the actual
//! ordering can then change between invocations.
//!
//! Lastly a system with run criteria _done_ is used to exit the app.
use bevy::{app::AppExit, ecs::schedule::ShouldRun, prelude::*};
/// A [`SystemLabel`] can be applied as a label to systems and system sets,
/// which can then be referred to from other systems.
/// This is useful in case a user wants to e.g. run _before_ or _after_
/// some label.
/// `Clone`, `Hash`, `Debug`, `PartialEq`, `Eq`, are all required to derive
/// [`SystemLabel`].
#[derive(Clone, Hash, Debug, PartialEq, Eq, SystemLabel)]
struct Physics;
#[derive(Clone, Hash, Debug, PartialEq, Eq, SystemLabel)]
struct PostPhysics;
/// Resource used to stop our example.
#[derive(Resource, Default)]
struct Done(bool);
fn main() {
#[derive(RunCriteriaLabel)]
struct IsDone;
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<Done>()
// Note that the system sets added in this example set their run criteria explicitly.
// See the `ecs/state.rs` example for a pattern where run criteria are set implicitly for common
// use cases- typically state transitions.
// Also note that a system set has a single run criterion at most, which means using `.with_run_criteria(...)`
// after `SystemSet::on_update(...)` would override the state transition criterion.
.add_system_set(
SystemSet::new()
// This label is added to all systems in this set.
// The label can then be referred to elsewhere (other sets).
.label(Physics)
// This criteria ensures this whole system set only runs when this system's
// output says so (ShouldRun::Yes)
.with_run_criteria(run_for_a_second)
.with_system(update_velocity)
// Make movement run after update_velocity
.with_system(movement.after(update_velocity)),
)
.add_system_set(
SystemSet::new()
.label(PostPhysics)
// This whole set runs after `Physics` (which in this case is a label for
// another set).
// There is also `.before(..)`.
.after(Physics)
// This shows that we can modify existing run criteria results.
// Here we create a _not done_ criteria by piping the output of
// the `is_done` system and inverting the output.
.with_run_criteria(RunCriteria::pipe(IsDone, inverse))
// `collision` and `sfx` are not ordered with respect to
// each other, and may run in any order
.with_system(collision)
.with_system(sfx),
)
.add_system(
exit.after(PostPhysics)
// Label the run criteria such that the `PostPhysics` set can reference it
.with_run_criteria(is_done.label(IsDone)),
)
.run();
}
/// Example of a run criteria.
/// Here we only want to run for a second, then stop.
fn run_for_a_second(time: Res<Time>, mut done: ResMut<Done>) -> ShouldRun {
let elapsed = time.elapsed_seconds();
if elapsed < 1.0 {
info!(
"We should run again. Elapsed/remaining: {:.2}s/{:.2}s",
elapsed,
1.0 - elapsed
);
ShouldRun::Yes
} else {
done.0 = true;
ShouldRun::No
}
}
/// Another run criteria, simply using a resource.
fn is_done(done: Res<Done>) -> ShouldRun {
done.0.into()
}
/// Used with [`RunCritera::pipe`], inverts the result of the
/// passed system.
fn inverse(input: In<ShouldRun>) -> ShouldRun {
match input.0 {
ShouldRun::No => ShouldRun::Yes,
ShouldRun::Yes => ShouldRun::No,
_ => unreachable!(),
}
}
fn update_velocity() {
info!("Updating velocity");
}
fn movement() {
info!("Updating movement");
}
fn collision() {
info!("Physics done- checking collisions");
}
fn sfx() {
info!("Physics done- playing some sfx");
}
fn exit(mut app_exit_events: EventWriter<AppExit>) {
info!("Exiting...");
app_exit_events.send(AppExit);
}