# Objective - Make `Time` API more consistent. - Support time accel/decel/pause. ## Solution This is just the `Time` half of #3002. I was told that part isn't controversial. - Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming. - Implement accelerating / decelerating the passage of time. - Implement stopping time. --- ## Changelog - Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly. - Added `relative_speed` and `set_relative_speed` methods. - Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.) - Added `raw_*` variants of the "delta time" and "total elapsed time" methods. - Added `first_update` method because there's a non-zero duration between startup and the first update. ## Migration Guide - `time.time_since_startup()` -> `time.elapsed()` - `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()` - `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()` If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
		
			
				
	
	
		
			142 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			142 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows how systems with a similar purpose can be grouped into sets.
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//!
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//! ```none
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//! Physics                     (Criteria: App has run < 1.0 seconds)
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//!     \--> update_velocity        (via label PhysicsSystem::UpdateVelocity)
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//!     \--> movement               (via label PhysicsSystem::Movement)
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//! PostPhysics                 (Criteria: Resource `done` is false)
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//!     \--> collision || sfx
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//! Exit                        (Criteria: Resource `done` is true)
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//!     \--> exit
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//! ```
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//!
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//! The `Physics` label represents a [`SystemSet`] containing two systems.
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//! This set's criteria is to stop after a second has elapsed.
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//! The two systems (`update_velocity`, `movement`) run in a specified order.
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//!
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//! Another label `PostPhysics` uses run criteria to only run after `Physics` has finished.
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//! This set's criteria is to run only when _not done_, as specified via a resource.
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//! The two systems here (collision, sfx) are not specified to run in any order, and the actual
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//! ordering can then change between invocations.
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//!
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//! Lastly a system with run criteria  _done_ is used to exit the app.
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use bevy::{app::AppExit, ecs::schedule::ShouldRun, prelude::*};
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/// A [`SystemLabel`] can be applied as a label to systems and system sets,
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/// which can then be referred to from other systems.
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/// This is useful in case a user wants to e.g. run _before_ or _after_
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/// some label.
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/// `Clone`, `Hash`, `Debug`, `PartialEq`, `Eq`, are all required to derive
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/// [`SystemLabel`].
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#[derive(Clone, Hash, Debug, PartialEq, Eq, SystemLabel)]
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struct Physics;
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#[derive(Clone, Hash, Debug, PartialEq, Eq, SystemLabel)]
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struct PostPhysics;
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/// Resource used to stop our example.
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#[derive(Resource, Default)]
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struct Done(bool);
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fn main() {
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    #[derive(RunCriteriaLabel)]
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    struct IsDone;
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .init_resource::<Done>()
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        // Note that the system sets added in this example set their run criteria explicitly.
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        // See the `ecs/state.rs` example for a pattern where run criteria are set implicitly for common
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        // use cases- typically state transitions.
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        // Also note that a system set has a single run criterion at most, which means using `.with_run_criteria(...)`
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        // after `SystemSet::on_update(...)` would override the state transition criterion.
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        .add_system_set(
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            SystemSet::new()
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                // This label is added to all systems in this set.
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                // The label can then be referred to elsewhere (other sets).
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                .label(Physics)
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                // This criteria ensures this whole system set only runs when this system's
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                // output says so (ShouldRun::Yes)
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                .with_run_criteria(run_for_a_second)
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                .with_system(update_velocity)
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                // Make movement run after update_velocity
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                .with_system(movement.after(update_velocity)),
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        )
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        .add_system_set(
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            SystemSet::new()
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                .label(PostPhysics)
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                // This whole set runs after `Physics` (which in this case is a label for
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                // another set).
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                // There is also `.before(..)`.
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                .after(Physics)
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                // This shows that we can modify existing run criteria results.
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                // Here we create a _not done_ criteria by piping the output of
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                // the `is_done` system and inverting the output.
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                .with_run_criteria(RunCriteria::pipe(IsDone, inverse))
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                // `collision` and `sfx` are not ordered with respect to
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                // each other, and may run in any order
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                .with_system(collision)
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                .with_system(sfx),
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        )
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        .add_system(
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            exit.after(PostPhysics)
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                // Label the run criteria such that the `PostPhysics` set can reference it
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                .with_run_criteria(is_done.label(IsDone)),
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        )
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        .run();
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}
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/// Example of a run criteria.
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/// Here we only want to run for a second, then stop.
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fn run_for_a_second(time: Res<Time>, mut done: ResMut<Done>) -> ShouldRun {
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    let elapsed = time.elapsed_seconds();
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    if elapsed < 1.0 {
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        info!(
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            "We should run again. Elapsed/remaining: {:.2}s/{:.2}s",
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            elapsed,
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            1.0 - elapsed
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        );
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        ShouldRun::Yes
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    } else {
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        done.0 = true;
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        ShouldRun::No
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    }
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}
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/// Another run criteria, simply using a resource.
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fn is_done(done: Res<Done>) -> ShouldRun {
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    done.0.into()
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}
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/// Used with [`RunCritera::pipe`], inverts the result of the
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/// passed system.
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fn inverse(input: In<ShouldRun>) -> ShouldRun {
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    match input.0 {
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        ShouldRun::No => ShouldRun::Yes,
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        ShouldRun::Yes => ShouldRun::No,
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        _ => unreachable!(),
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    }
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}
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fn update_velocity() {
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    info!("Updating velocity");
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}
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fn movement() {
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    info!("Updating movement");
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}
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fn collision() {
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    info!("Physics done- checking collisions");
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}
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fn sfx() {
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    info!("Physics done- playing some sfx");
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}
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fn exit(mut app_exit_events: EventWriter<AppExit>) {
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    info!("Exiting...");
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    app_exit_events.send(AppExit);
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}
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