# 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
		
			
				
	
	
		
			169 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			169 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::prelude::*;
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/// This example illustrates how to use States to control transitioning from a Menu state to an
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/// InGame state.
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .init_resource::<ButtonMaterials>()
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        .add_state(AppState::Menu)
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        .add_system_set(SystemSet::on_enter(AppState::Menu).with_system(setup_menu))
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        .add_system_set(SystemSet::on_update(AppState::Menu).with_system(menu))
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        .add_system_set(SystemSet::on_exit(AppState::Menu).with_system(cleanup_menu))
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        .add_system_set(SystemSet::on_enter(AppState::InGame).with_system(setup_game))
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        .add_system_set(
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            SystemSet::on_update(AppState::InGame)
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                .with_system(movement)
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                .with_system(change_color),
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        )
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        .run();
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}
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#[derive(Debug, Clone, Eq, PartialEq, Hash)]
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enum AppState {
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    Menu,
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    InGame,
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}
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struct MenuData {
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    button_entity: Entity,
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}
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fn setup_menu(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    button_materials: Res<ButtonMaterials>,
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) {
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    // ui camera
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    commands.spawn_bundle(UiCameraBundle::default());
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    let button_entity = commands
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        .spawn_bundle(ButtonBundle {
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            style: Style {
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                size: Size::new(Val::Px(150.0), Val::Px(65.0)),
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                // center button
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                margin: Rect::all(Val::Auto),
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                // horizontally center child text
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                justify_content: JustifyContent::Center,
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                // vertically center child text
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                align_items: AlignItems::Center,
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                ..Default::default()
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            },
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            material: button_materials.normal.clone(),
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            ..Default::default()
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        })
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        .with_children(|parent| {
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            parent.spawn_bundle(TextBundle {
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                text: Text::with_section(
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                    "Play",
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                    TextStyle {
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                        font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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                        font_size: 40.0,
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                        color: Color::rgb(0.9, 0.9, 0.9),
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                    },
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                    Default::default(),
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                ),
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                ..Default::default()
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            });
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        })
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        .id();
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    commands.insert_resource(MenuData { button_entity });
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}
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fn menu(
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    mut state: ResMut<State<AppState>>,
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    button_materials: Res<ButtonMaterials>,
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    mut interaction_query: Query<
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        (&Interaction, &mut Handle<ColorMaterial>),
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        (Changed<Interaction>, With<Button>),
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    >,
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) {
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    for (interaction, mut material) in interaction_query.iter_mut() {
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        match *interaction {
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            Interaction::Clicked => {
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                *material = button_materials.pressed.clone();
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                state.set(AppState::InGame).unwrap();
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            }
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            Interaction::Hovered => {
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                *material = button_materials.hovered.clone();
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            }
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            Interaction::None => {
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                *material = button_materials.normal.clone();
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            }
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        }
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    }
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}
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fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
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    commands.entity(menu_data.button_entity).despawn_recursive();
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}
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fn setup_game(
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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_handle = asset_server.load("branding/icon.png");
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    commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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    commands.spawn_bundle(SpriteBundle {
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        material: materials.add(texture_handle.into()),
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        ..Default::default()
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    });
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}
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const SPEED: f32 = 100.0;
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fn movement(
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    time: Res<Time>,
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    input: Res<Input<KeyCode>>,
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    mut query: Query<&mut Transform, With<Sprite>>,
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) {
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    for mut transform in query.iter_mut() {
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        let mut direction = Vec3::ZERO;
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        if input.pressed(KeyCode::Left) {
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            direction.x -= 1.0;
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        }
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        if input.pressed(KeyCode::Right) {
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            direction.x += 1.0;
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        }
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        if input.pressed(KeyCode::Up) {
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            direction.y += 1.0;
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        }
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        if input.pressed(KeyCode::Down) {
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            direction.y -= 1.0;
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        }
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        if direction != Vec3::ZERO {
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            transform.translation += direction.normalize() * SPEED * time.delta_seconds();
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        }
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    }
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}
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fn change_color(
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    time: Res<Time>,
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    mut assets: ResMut<Assets<ColorMaterial>>,
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    query: Query<&Handle<ColorMaterial>, With<Sprite>>,
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) {
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    for handle in query.iter() {
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        let material = assets.get_mut(handle).unwrap();
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        material
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            .color
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            .set_b((time.seconds_since_startup() * 5.0).sin() as f32 + 2.0);
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    }
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}
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struct ButtonMaterials {
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    normal: Handle<ColorMaterial>,
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    hovered: Handle<ColorMaterial>,
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    pressed: Handle<ColorMaterial>,
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}
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impl FromWorld for ButtonMaterials {
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    fn from_world(world: &mut World) -> Self {
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        let mut materials = world.get_resource_mut::<Assets<ColorMaterial>>().unwrap();
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        ButtonMaterials {
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            normal: materials.add(Color::rgb(0.15, 0.15, 0.15).into()),
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            hovered: materials.add(Color::rgb(0.25, 0.25, 0.25).into()),
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            pressed: materials.add(Color::rgb(0.35, 0.75, 0.35).into()),
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        }
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    }
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}
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