# Objective - Remove all the `.system()` possible. - Check for remaining missing cases. ## Solution - Remove all `.system()`, fix compile errors - 32 calls to `.system()` remains, mostly internals, the few others should be removed after #2446
		
			
				
	
	
		
			76 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			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.
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use bevy::prelude::*;
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fn main() {
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    // Information regarding removed `Component`s is discarded at the end of each frame, so you need
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    // to react to the removal before the frame is over.
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    //
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    // Also, `Components` are removed via a `Command`. `Command`s are applied after a stage has
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    // finished executing. So you need to react to the removal at some stage after the
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    // `Component` is removed.
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    //
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    // With these constraints in mind we make sure to place the system that removes a `Component` on
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    // the `CoreStage::Update' stage, and the system that reacts on the removal on the
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    // `CoreStage::PostUpdate` stage.
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_startup_system(setup)
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        .add_system_to_stage(CoreStage::Update, remove_component)
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        .add_system_to_stage(CoreStage::PostUpdate, react_on_removal)
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        .run();
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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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struct MyComponent;
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fn setup(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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    let texture = asset_server.load("branding/icon.png");
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    commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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    commands
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        .spawn_bundle(SpriteBundle {
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            material: materials.add(texture.into()),
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            ..Default::default()
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        })
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        .insert(MyComponent); // Add the `Component`.
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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.seconds_since_startup() > 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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fn react_on_removal(
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    mut materials: ResMut<Assets<ColorMaterial>>,
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    removed: RemovedComponents<MyComponent>,
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    query: Query<(Entity, &Handle<ColorMaterial>)>,
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) {
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    // Note: usually this isn't how you would handle a `Query`. In this example it makes things
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    // a bit easier to read.
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    let (query_entity, material) = query.iter().next().unwrap();
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    // `RemovedComponents<T>::iter()` returns an interator with the `Entity`s that had their
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    // `Component` `T` (in this case `MyComponent`) removed at some point earlier during the frame.
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    for entity in removed.iter() {
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        // We compare the `Entity` that had its `MyComponent` `Component` removed with the `Entity`
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        // in the current `Query`. If they match all red is removed from the material.
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        if query_entity == entity {
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            materials.get_mut(material).unwrap().color.set_r(0.0);
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        }
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    }
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}
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