bevy/examples/ecs/removal_detection.rs
Eagster 064e5e48b4
Remove entity placeholder from observers (#19440)
# Objective

`Entity::PLACEHOLDER` acts as a magic number that will *probably* never
really exist, but it certainly could. And, `Entity` has a niche, so the
only reason to use `PLACEHOLDER` is as an alternative to `MaybeUninit`
that trades safety risks for logic risks.

As a result, bevy has generally advised against using `PLACEHOLDER`, but
we still use if for a lot internally. This pr starts removing internal
uses of it, starting from observers.

## Solution

Change all trigger target related types from `Entity` to
`Option<Entity>`

Small migration guide to come.

## Testing

CI

## Future Work

This turned a lot of code from 

```rust
trigger.target()
```

to 

```rust
trigger.target().unwrap()
```

The extra panic is no worse than before; it's just earlier than
panicking after passing the placeholder to something else.

But this is kinda annoying. 

I would like to add a `TriggerMode` or something to `Event` that would
restrict what kinds of targets can be used for that event. Many events
like `Removed` etc, are always triggered with a target. We can make
those have a way to assume Some, etc. But I wanted to save that for a
future pr.
2025-06-09 19:37:56 +00:00

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.
//!
//! When a [`Component`] is removed from an [`Entity`], all [`Observer`] with an [`OnRemove`] trigger for
//! that [`Component`] will be notified. These observers will be called immediately after the
//! [`Component`] is removed. For more info on observers, see the
//! [observers example](https://github.com/bevyengine/bevy/blob/main/examples/ecs/observers.rs).
//!
//! Advanced users may also consider using a lifecycle hook
//! instead of an observer, as it incurs less overhead for a case like this.
//! See the [component hooks example](https://github.com/bevyengine/bevy/blob/main/examples/ecs/component_hooks.rs).
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
// This system will remove a component after two seconds.
.add_systems(Update, remove_component)
// This observer will react to the removal of the component.
.add_observer(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()`.
#[derive(Component)]
struct MyComponent;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
commands.spawn((
Sprite::from_image(asset_server.load("branding/icon.png")),
// Add the `Component`.
MyComponent,
));
}
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.elapsed_secs() > 2.0 {
if let Some(entity) = query.iter().next() {
commands.entity(entity).remove::<MyComponent>();
}
}
}
fn react_on_removal(trigger: Trigger<OnRemove, MyComponent>, mut query: Query<&mut Sprite>) {
// The `OnRemove` trigger was automatically called on the `Entity` that had its `MyComponent` removed.
let entity = trigger.target().unwrap();
if let Ok(mut sprite) = query.get_mut(entity) {
sprite.color = Color::srgb(0.5, 1., 1.);
}
}