 1ba7429371
			
		
	
	
		1ba7429371
		
	
	
	
	
		
			
			# Objective Provide a starting point for #3951, or a partial solution. Providing a few comment blocks to discuss, and hopefully find better one in the process. ## Solution Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. ## Changelog - Moved some existing comments from main() functions in the 2d examples to the file header level - Wrote some more comment blocks for most other 2d examples TODO: - [x] 2d/sprite_sheet, wasnt able to come up with something good yet - [x] all other example groups... Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
		
			
				
	
	
		
			92 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			92 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Generic types allow us to reuse logic across many related systems,
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| //! allowing us to specialize our function's behavior based on which type (or types) are passed in.
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| //!
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| //! This is commonly useful for working on related components or resources,
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| //! where we want to have unique types for querying purposes but want them all to work the same way.
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| //! This is particularly powerful when combined with user-defined traits to add more functionality to these related types.
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| //! Remember to insert a specialized copy of the system into the schedule for each type that you want to operate on!
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| //!
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| //! For more advice on working with generic types in Rust, check out <https://doc.rust-lang.org/book/ch10-01-syntax.html>
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| //! or <https://doc.rust-lang.org/rust-by-example/generics.html>
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| 
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| use bevy::{ecs::component::Component, prelude::*};
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| 
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| #[derive(Debug, Clone, Eq, PartialEq, Hash)]
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| enum AppState {
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|     MainMenu,
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|     InGame,
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| }
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| 
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| #[derive(Component)]
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| struct TextToPrint(String);
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| 
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| #[derive(Component, Deref, DerefMut)]
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| struct PrinterTick(bevy::prelude::Timer);
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| 
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| #[derive(Component)]
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| struct MenuClose;
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| 
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| #[derive(Component)]
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| struct LevelUnload;
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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_state(AppState::MainMenu)
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|         .add_startup_system(setup_system)
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|         .add_system(print_text_system)
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|         .add_system_set(
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|             SystemSet::on_update(AppState::MainMenu).with_system(transition_to_in_game_system),
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|         )
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|         // add the cleanup systems
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|         .add_system_set(
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|             // Pass in the types your system should operate on using the ::<T> (turbofish) syntax
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|             SystemSet::on_exit(AppState::MainMenu).with_system(cleanup_system::<MenuClose>),
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|         )
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|         .add_system_set(
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|             SystemSet::on_exit(AppState::InGame).with_system(cleanup_system::<LevelUnload>),
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|         )
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|         .run();
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| }
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| 
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| fn setup_system(mut commands: Commands) {
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|     commands
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|         .spawn()
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|         .insert(PrinterTick(bevy::prelude::Timer::from_seconds(1.0, true)))
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|         .insert(TextToPrint(
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|             "I will print until you press space.".to_string(),
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|         ))
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|         .insert(MenuClose);
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| 
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|     commands
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|         .spawn()
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|         .insert(PrinterTick(bevy::prelude::Timer::from_seconds(1.0, true)))
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|         .insert(TextToPrint("I will always print".to_string()))
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|         .insert(LevelUnload);
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| }
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| 
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| fn print_text_system(time: Res<Time>, mut query: Query<(&mut PrinterTick, &TextToPrint)>) {
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|     for (mut timer, text) in query.iter_mut() {
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|         if timer.tick(time.delta()).just_finished() {
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|             info!("{}", text.0);
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|         }
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|     }
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| }
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| 
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| fn transition_to_in_game_system(
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|     mut state: ResMut<State<AppState>>,
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|     keyboard_input: Res<Input<KeyCode>>,
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| ) {
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|     if keyboard_input.pressed(KeyCode::Space) {
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|         state.set(AppState::InGame).unwrap();
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|     }
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| }
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| 
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| // Type arguments on functions come after the function name, but before ordinary arguments.
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| // Here, the `Component` trait is a trait bound on T, our generic type
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| fn cleanup_system<T: Component>(mut commands: Commands, query: Query<Entity, With<T>>) {
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|     for e in query.iter() {
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|         commands.entity(e).despawn_recursive();
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|     }
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| }
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