
# Objective This is a necessary precursor to #9122 (this was split from that PR to reduce the amount of code to review all at once). Moving `!Send` resource ownership to `App` will make it unambiguously `!Send`. `SubApp` must be `Send`, so it can't wrap `App`. ## Solution Refactor `App` and `SubApp` to not have a recursive relationship. Since `SubApp` no longer wraps `App`, once `!Send` resources are moved out of `World` and into `App`, `SubApp` will become unambiguously `Send`. There could be less code duplication between `App` and `SubApp`, but that would break `App` method chaining. ## Changelog - `SubApp` no longer wraps `App`. - `App` fields are no longer publicly accessible. - `App` can no longer be converted into a `SubApp`. - Various methods now return references to a `SubApp` instead of an `App`. ## Migration Guide - To construct a sub-app, use `SubApp::new()`. `App` can no longer convert into `SubApp`. - If you implemented a trait for `App`, you may want to implement it for `SubApp` as well. - If you're accessing `app.world` directly, you now have to use `app.world()` and `app.world_mut()`. - `App::sub_app` now returns `&SubApp`. - `App::sub_app_mut` now returns `&mut SubApp`. - `App::get_sub_app` now returns `Option<&SubApp>.` - `App::get_sub_app_mut` now returns `Option<&mut SubApp>.`
174 lines
4.0 KiB
Rust
174 lines
4.0 KiB
Rust
use bevy::{ecs::event::Events, prelude::*};
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#[derive(Component, Default)]
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struct Enemy {
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hit_points: u32,
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score_value: u32,
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}
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#[derive(Event)]
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struct EnemyDied(u32);
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#[derive(Resource)]
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struct Score(u32);
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fn update_score(mut dead_enemies: EventReader<EnemyDied>, mut score: ResMut<Score>) {
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for value in dead_enemies.read() {
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score.0 += value.0;
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}
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}
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fn despawn_dead_enemies(
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mut commands: Commands,
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mut dead_enemies: EventWriter<EnemyDied>,
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enemies: Query<(Entity, &Enemy)>,
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) {
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for (entity, enemy) in &enemies {
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if enemy.hit_points == 0 {
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commands.entity(entity).despawn_recursive();
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dead_enemies.send(EnemyDied(enemy.score_value));
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}
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}
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}
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fn hurt_enemies(mut enemies: Query<&mut Enemy>) {
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for mut enemy in &mut enemies {
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enemy.hit_points -= 1;
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}
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}
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fn spawn_enemy(mut commands: Commands, keyboard_input: Res<ButtonInput<KeyCode>>) {
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if keyboard_input.just_pressed(KeyCode::Space) {
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commands.spawn(Enemy {
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hit_points: 5,
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score_value: 3,
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});
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}
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}
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#[test]
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fn did_hurt_enemy() {
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// Setup app
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let mut app = App::new();
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// Add Score resource
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app.insert_resource(Score(0));
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// Add `EnemyDied` event
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app.add_event::<EnemyDied>();
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// Add our two systems
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app.add_systems(Update, (hurt_enemies, despawn_dead_enemies).chain());
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// Setup test entities
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let enemy_id = app
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.world_mut()
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.spawn(Enemy {
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hit_points: 5,
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score_value: 3,
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})
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.id();
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// Run systems
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app.update();
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// Check resulting changes
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assert!(app.world().get::<Enemy>(enemy_id).is_some());
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assert_eq!(app.world().get::<Enemy>(enemy_id).unwrap().hit_points, 4);
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}
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#[test]
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fn did_despawn_enemy() {
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// Setup app
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let mut app = App::new();
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// Add Score resource
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app.insert_resource(Score(0));
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// Add `EnemyDied` event
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app.add_event::<EnemyDied>();
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// Add our two systems
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app.add_systems(Update, (hurt_enemies, despawn_dead_enemies).chain());
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// Setup test entities
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let enemy_id = app
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.world_mut()
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.spawn(Enemy {
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hit_points: 1,
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score_value: 1,
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})
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.id();
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// Run systems
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app.update();
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// Check enemy was despawned
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assert!(app.world().get::<Enemy>(enemy_id).is_none());
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// Get `EnemyDied` event reader
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let enemy_died_events = app.world().resource::<Events<EnemyDied>>();
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let mut enemy_died_reader = enemy_died_events.get_reader();
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let enemy_died = enemy_died_reader.read(enemy_died_events).next().unwrap();
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// Check the event has been sent
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assert_eq!(enemy_died.0, 1);
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}
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#[test]
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fn spawn_enemy_using_input_resource() {
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// Setup app
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let mut app = App::new();
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// Add our systems
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app.add_systems(Update, spawn_enemy);
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// Setup test resource
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let mut input = ButtonInput::<KeyCode>::default();
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input.press(KeyCode::Space);
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app.insert_resource(input);
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// Run systems
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app.update();
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// Check resulting changes, one entity has been spawned with `Enemy` component
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assert_eq!(app.world_mut().query::<&Enemy>().iter(app.world()).len(), 1);
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// Clear the `just_pressed` status for all `KeyCode`s
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app.world_mut()
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.resource_mut::<ButtonInput<KeyCode>>()
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.clear();
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// Run systems
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app.update();
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// Check resulting changes, no new entity has been spawned
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assert_eq!(app.world_mut().query::<&Enemy>().iter(app.world()).len(), 1);
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}
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#[test]
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fn update_score_on_event() {
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// Setup app
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let mut app = App::new();
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// Add Score resource
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app.insert_resource(Score(0));
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// Add `EnemyDied` event
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app.add_event::<EnemyDied>();
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// Add our systems
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app.add_systems(Update, update_score);
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// Send an `EnemyDied` event
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app.world_mut()
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.resource_mut::<Events<EnemyDied>>()
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.send(EnemyDied(3));
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// Run systems
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app.update();
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// Check resulting changes
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assert_eq!(app.world().resource::<Score>().0, 3);
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}
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