bevy/examples/ecs/removal_detection.rs
Carter Anderson 11b41206eb Add upstream bevy_ecs and prepare for custom-shaders merge (#2815)
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals:

1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main`
2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. 

I split this up into 3 commits:

1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`).
2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1).
3. **support manual archetype updates in QueryState**: same situation as (2).
2021-09-14 06:14:19 +00:00

76 lines
2.8 KiB
Rust

// This example shows how you can know when a `Component` has been removed, so you can react to it.
use bevy::prelude::*;
fn main() {
// Information regarding removed `Component`s is discarded at the end of each frame, so you need
// to react to the removal before the frame is over.
//
// Also, `Components` are removed via a `Command`. `Command`s are applied after a stage has
// finished executing. So you need to react to the removal at some stage after the
// `Component` is removed.
//
// With these constraints in mind we make sure to place the system that removes a `Component` on
// the `CoreStage::Update' stage, and the system that reacts on the removal on the
// `CoreStage::PostUpdate` stage.
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system_to_stage(CoreStage::Update, remove_component)
.add_system_to_stage(CoreStage::PostUpdate, react_on_removal)
.run();
}
// This `Struct` is just used for convenience in this example. This is the `Component` we'll be
// giving to the `Entity` so we have a `Component` to remove in `remove_component()`.
struct MyComponent;
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let texture = asset_server.load("branding/icon.png");
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
commands
.spawn_bundle(SpriteBundle {
material: materials.add(texture.into()),
..Default::default()
})
.insert(MyComponent); // Add the `Component`.
}
fn remove_component(
time: Res<Time>,
mut commands: Commands,
query: Query<Entity, With<MyComponent>>,
) {
// After two seconds have passed the `Component` is removed.
if time.seconds_since_startup() > 2.0 {
if let Some(entity) = query.iter().next() {
commands.entity(entity).remove::<MyComponent>();
}
}
}
fn react_on_removal(
mut materials: ResMut<Assets<ColorMaterial>>,
removed: RemovedComponents<MyComponent>,
query: Query<(Entity, &Handle<ColorMaterial>)>,
) {
// Note: usually this isn't how you would handle a `Query`. In this example it makes things
// a bit easier to read.
let (query_entity, material) = query.iter().next().unwrap();
// `RemovedComponents<T>::iter()` returns an interator with the `Entity`s that had their
// `Component` `T` (in this case `MyComponent`) removed at some point earlier during the frame.
for entity in removed.iter() {
// We compare the `Entity` that had its `MyComponent` `Component` removed with the `Entity`
// in the current `Query`. If they match all red is removed from the material.
if query_entity == entity {
materials.get_mut(material).unwrap().color.set_r(0.0);
}
}
}