make generic system param example more realistic

This commit is contained in:
Mike Hsu 2024-03-03 22:04:58 -08:00
parent c21e406316
commit aaec4f3c3f

View File

@ -11,7 +11,6 @@
use bevy::prelude::*;
use system_param_in_associated_type::*;
use system_with_generic_system_param::*;
#[derive(Debug, Default, Clone, Copy, Eq, PartialEq, Hash, States)]
enum AppState {
@ -42,8 +41,6 @@ fn main() {
(
print_text_system,
transition_to_in_game_system.run_if(in_state(AppState::MainMenu)),
system_with_generic::<ResMut<ResourceA>>,
system_with_generic::<ResMut<ResourceB>>,
system::<ItemA>,
),
)
@ -67,8 +64,6 @@ fn setup_system(mut commands: Commands) {
LevelUnload,
));
commands.insert_resource(ResourceA(1));
commands.insert_resource(ResourceB(2));
commands.insert_resource(ResourceC { data: 3 });
}
@ -97,42 +92,90 @@ fn cleanup_system<T: Component>(mut commands: Commands, query: Query<Entity, Wit
}
}
// For a more advanced usage you may want to be generic over a trait instead.
// For a more advanced usage you may want have a group of system params to implement a trait.
// Note that this example is a little contrived in the interest of keeping things simple. The
// purpose here is to demontrate how to get the traits and lifetimes to work properly.
mod system_with_generic_system_param {
use super::*;
use bevy::ecs::system::{SystemParam, SystemParamItem};
use bevy::ecs::system::SystemParam;
pub trait MyTrait {
fn calculate_something(&mut self) {}
}
#[derive(Resource)]
pub struct ResourceA(pub usize);
impl MyTrait for ResMut<'_, ResourceA> {
fn calculate_something(&mut self) {
// dbg!(self.0);
self.0 = 5;
struct DamagePlugin;
impl Plugin for DamagePlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, setup_damage).add_systems(
Update,
(
apply_damage::<PlayerDamageParams>,
apply_damage::<EnemyDamageParams>,
),
);
}
}
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Enemy;
#[derive(Component)]
struct Health(f32);
#[derive(Resource)]
pub struct ResourceB(pub usize);
impl MyTrait for ResMut<'_, ResourceB> {
fn calculate_something(&mut self) {
// dbg!(self.0);
self.0 = 10;
struct EnemySettings {
/// damage done by player to enemy
take_damage: f32,
/// damage done by enemy to player
do_damage: f32,
}
pub trait GetDamage {
fn apply_damage(&mut self) {}
}
#[derive(SystemParam)]
struct PlayerDamageParams<'w, 's> {
player: Query<'w, 's, &'static mut Health, With<Player>>,
enemy_settings: Res<'w, EnemySettings>,
}
impl<'w, 's> GetDamage for PlayerDamageParams<'w, 's> {
fn apply_damage(&mut self) {
let mut player_health = self.player.single_mut();
player_health.0 += self.enemy_settings.do_damage;
}
}
pub fn system_with_generic<S: SystemParam>(mut param: SystemParamItem<S>)
#[derive(SystemParam)]
struct EnemyDamageParams<'w, 's> {
enemies: Query<'w, 's, &'static mut Health, With<Enemy>>,
enemy_settings: Res<'w, EnemySettings>,
}
impl<'w, 's> GetDamage for EnemyDamageParams<'w, 's> {
fn apply_damage(&mut self) {
for mut enemy_health in self.enemies.iter_mut() {
enemy_health.0 -= self.enemy_settings.take_damage;
}
}
}
// Note that the param passed into a system is `SystemParam::Item` and not just `SystemParam`.
fn apply_damage<S: SystemParam>(mut param: S::Item<'_, '_>)
where
for<'w, 's> S::Item<'w, 's>: MyTrait,
for<'w, 's> S::Item<'w, 's>: GetDamage,
{
param.calculate_something();
param.apply_damage();
}
fn setup_damage(mut commands: Commands) {
commands.insert_resource(EnemySettings {
do_damage: 1.0,
take_damage: 2.0,
});
}
}
// TODO: change this to be assets?
// TODO: change this to use assets?
// You may want to be have the SystemParam be specified in an associated type.
mod system_param_in_associated_type {
use super::*;
use bevy::ecs::system::{lifetimeless::SRes, StaticSystemParam, SystemParam, SystemParamItem};