Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/examples/ecs/generic_system.rs
6592 views
1
//! Generic types allow us to reuse logic across many related systems,
2
//! allowing us to specialize our function's behavior based on which type (or types) are passed in.
3
//!
4
//! This is commonly useful for working on related components or resources,
5
//! where we want to have unique types for querying purposes but want them all to work the same way.
6
//! This is particularly powerful when combined with user-defined traits to add more functionality to these related types.
7
//! Remember to insert a specialized copy of the system into the schedule for each type that you want to operate on!
8
//!
9
//! For more advice on working with generic types in Rust, check out <https://doc.rust-lang.org/book/ch10-01-syntax.html>
10
//! or <https://doc.rust-lang.org/rust-by-example/generics.html>
11
12
use bevy::prelude::*;
13
14
#[derive(Debug, Default, Clone, Copy, Eq, PartialEq, Hash, States)]
15
enum AppState {
16
#[default]
17
MainMenu,
18
InGame,
19
}
20
21
#[derive(Component)]
22
struct TextToPrint(String);
23
24
#[derive(Component, Deref, DerefMut)]
25
struct PrinterTick(Timer);
26
27
#[derive(Component)]
28
struct MenuClose;
29
30
#[derive(Component)]
31
struct LevelUnload;
32
33
fn main() {
34
App::new()
35
.add_plugins(DefaultPlugins)
36
.init_state::<AppState>()
37
.add_systems(Startup, setup_system)
38
.add_systems(
39
Update,
40
(
41
print_text_system,
42
transition_to_in_game_system.run_if(in_state(AppState::MainMenu)),
43
),
44
)
45
// Cleanup systems.
46
// Pass in the types your system should operate on using the ::<T> (turbofish) syntax
47
.add_systems(OnExit(AppState::MainMenu), cleanup_system::<MenuClose>)
48
.add_systems(OnExit(AppState::InGame), cleanup_system::<LevelUnload>)
49
.run();
50
}
51
52
fn setup_system(mut commands: Commands) {
53
commands.spawn((
54
PrinterTick(Timer::from_seconds(1.0, TimerMode::Repeating)),
55
TextToPrint("I will print until you press space.".to_string()),
56
MenuClose,
57
));
58
59
commands.spawn((
60
PrinterTick(Timer::from_seconds(1.0, TimerMode::Repeating)),
61
TextToPrint("I will always print".to_string()),
62
LevelUnload,
63
));
64
}
65
66
fn print_text_system(time: Res<Time>, mut query: Query<(&mut PrinterTick, &TextToPrint)>) {
67
for (mut timer, text) in &mut query {
68
if timer.tick(time.delta()).just_finished() {
69
info!("{}", text.0);
70
}
71
}
72
}
73
74
fn transition_to_in_game_system(
75
mut next_state: ResMut<NextState<AppState>>,
76
keyboard_input: Res<ButtonInput<KeyCode>>,
77
) {
78
if keyboard_input.pressed(KeyCode::Space) {
79
next_state.set(AppState::InGame);
80
}
81
}
82
83
// Type arguments on functions come after the function name, but before ordinary arguments.
84
// Here, the `Component` trait is a trait bound on T, our generic type
85
fn cleanup_system<T: Component>(mut commands: Commands, query: Query<Entity, With<T>>) {
86
for e in &query {
87
commands.entity(e).despawn();
88
}
89
}
90
91