use bevy::prelude::*; /// Illustrates the different ways you can declare systems fn main() { App::build() .add_default_plugins() .add_event::() .add_startup_system(setup) .add_system_init(system_b) .add_system(System::for_each("system_a", system_a)) .run(); } struct MyEvent(usize); // resources struct A(usize); // components struct X(usize); struct Y(usize); // add our resources and entities fn setup(world: &mut World, resources: &mut Resources) { resources.insert(A(0)); world.insert((), vec![(X(0), Y(1)), (X(2), Y(3))]); } fn system_a((x, y): (Ref, RefMut)) { } // fn system_a(x: Ref, mut y: RefMut) { // } // fn system_a((my_events, a): &mut (Resource>, Resource), (x, mut y): (Ref, RefMut)) { // } fn system_b(resources: &mut Resources) -> Box { let mut my_event_reader = resources.get_event_reader::(); SystemBuilder::new("example") .read_resource::>() .write_resource::() .with_query(<(Read, Write)>::query()) .build(move |_command_buffer, world, (my_events, ref mut a), query| { for event in my_event_reader.iter(&my_events) { a.0 += event.0; println!("modified resource A with event: {}", event.0); } for (x, mut y) in query.iter_mut(world) { y.0 += 1; println!("processed entity: {} {}", x.0, y.0); } }) }