# Objective - Fixes #10133 ## Solution - Add a new example that focuses on using `Virtual` time ## Changelog ### Added - new `virtual_time` example ### Changed - moved `time` & `timers` examples to the new `examples/time` folder
		
			
				
	
	
		
			78 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			78 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Illustrates how `Timer`s can be used both as resources and components.
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use bevy::{log::info, prelude::*};
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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::<Countdown>()
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        .add_systems(Startup, setup)
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        .add_systems(Update, (countdown, print_when_completed))
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        .run();
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}
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#[derive(Component, Deref, DerefMut)]
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pub struct PrintOnCompletionTimer(Timer);
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#[derive(Resource)]
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pub struct Countdown {
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    pub percent_trigger: Timer,
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    pub main_timer: Timer,
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}
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impl Countdown {
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    pub fn new() -> Self {
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        Self {
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            percent_trigger: Timer::from_seconds(4.0, TimerMode::Repeating),
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            main_timer: Timer::from_seconds(20.0, TimerMode::Once),
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        }
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    }
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}
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impl Default for Countdown {
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    fn default() -> Self {
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        Self::new()
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    }
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}
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fn setup(mut commands: Commands) {
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    // Add an entity to the world with a timer
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    commands.spawn(PrintOnCompletionTimer(Timer::from_seconds(
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        5.0,
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        TimerMode::Once,
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    )));
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}
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/// This system ticks the `Timer` on the entity with the `PrintOnCompletionTimer`
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/// component using bevy's `Time` resource to get the delta between each update.
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fn print_when_completed(time: Res<Time>, mut query: Query<&mut PrintOnCompletionTimer>) {
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    for mut timer in &mut query {
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        if timer.tick(time.delta()).just_finished() {
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            info!("Entity timer just finished");
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        }
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    }
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}
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/// This system controls ticking the timer within the countdown resource and
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/// handling its state.
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fn countdown(time: Res<Time>, mut countdown: ResMut<Countdown>) {
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    countdown.main_timer.tick(time.delta());
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    // The API encourages this kind of timer state checking (if you're only checking for one value)
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    // Additionally, `finished()` would accomplish the same thing as `just_finished` due to the
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    // timer being repeating, however this makes more sense visually.
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    if countdown.percent_trigger.tick(time.delta()).just_finished() {
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        if !countdown.main_timer.finished() {
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            // Print the percent complete the main timer is.
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            info!(
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                "Timer is {:0.0}% complete!",
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                countdown.main_timer.percent() * 100.0
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            );
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        } else {
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            // The timer has finished so we pause the percent output timer
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            countdown.percent_trigger.pause();
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            info!("Paused percent trigger timer");
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        }
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    }
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}
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