 7d40e3ec87
			
		
	
	
		7d40e3ec87
		
			
		
	
	
	
	
		
			
			# Objective Continue migration of bevy APIs to required components, following guidance of https://hackmd.io/@bevy/required_components/ ## Solution - Make `Sprite` require `Transform` and `Visibility` and `SyncToRenderWorld` - move image and texture atlas handles into `Sprite` - deprecate `SpriteBundle` - remove engine uses of `SpriteBundle` ## Testing ran cargo tests on bevy_sprite and tested several sprite examples. --- ## Migration Guide Replace all uses of `SpriteBundle` with `Sprite`. There are several new convenience constructors: `Sprite::from_image`, `Sprite::from_atlas_image`, `Sprite::from_color`. WARNING: use of `Handle<Image>` and `TextureAtlas` as components on sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead. I would have removed the `Component` impls from `TextureAtlas` and `Handle<Image>` except it is still used within ui. We should fix this moving forward with the migration.
		
			
				
	
	
		
			58 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			58 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example shows how you can know when a [`Component`] has been removed, so you can react to it.
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| //!
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| //! When a [`Component`] is removed from an [`Entity`], all [`Observer`] with an [`OnRemove`] trigger for
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| //! that [`Component`] will be notified. These observers will be called immediately after the
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| //! [`Component`] is removed. For more info on observers, see the
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| //! [observers example](https://github.com/bevyengine/bevy/blob/main/examples/ecs/observers.rs).
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| //!
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| //! Advanced users may also consider using a lifecycle hook
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| //! instead of an observer, as it incurs less overhead for a case like this.
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| //! See the [component hooks example](https://github.com/bevyengine/bevy/blob/main/examples/ecs/component_hooks.rs).
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| use bevy::prelude::*;
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, setup)
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|         // This system will remove a component after two seconds.
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|         .add_systems(Update, remove_component)
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|         // This observer will react to the removal of the component.
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|         .add_observer(react_on_removal)
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|         .run();
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| }
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| 
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| /// This `struct` is just used for convenience in this example. This is the [`Component`] we'll be
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| /// giving to the `Entity` so we have a [`Component`] to remove in `remove_component()`.
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| #[derive(Component)]
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| struct MyComponent;
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn(Camera2d);
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|     commands.spawn((
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|         Sprite::from_image(asset_server.load("branding/icon.png")),
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|         // Add the `Component`.
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|         MyComponent,
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|     ));
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| }
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| 
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| fn remove_component(
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|     time: Res<Time>,
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|     mut commands: Commands,
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|     query: Query<Entity, With<MyComponent>>,
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| ) {
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|     // After two seconds have passed the `Component` is removed.
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|     if time.elapsed_seconds() > 2.0 {
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|         if let Some(entity) = query.iter().next() {
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|             commands.entity(entity).remove::<MyComponent>();
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|         }
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|     }
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| }
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| 
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| fn react_on_removal(trigger: Trigger<OnRemove, MyComponent>, mut query: Query<&mut Sprite>) {
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|     // The `OnRemove` trigger was automatically called on the `Entity` that had its `MyComponent` removed.
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|     let entity = trigger.entity();
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|     if let Ok(mut sprite) = query.get_mut(entity) {
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|         sprite.color = Color::srgb(0.5, 1., 1.);
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|     }
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| }
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