# 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
		
			
				
	
	
		
			219 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			219 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows how `Time<Virtual>` can be used to pause, resume, slow down
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//! and speed up a game.
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use std::time::Duration;
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use bevy::{
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    input::common_conditions::input_just_pressed, prelude::*,
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    time::common_conditions::on_real_timer,
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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_systems(Startup, setup)
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        .add_systems(
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            Update,
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            (
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                move_virtual_time_sprites,
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                move_real_time_sprites,
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                toggle_pause.run_if(input_just_pressed(KeyCode::Space)),
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                change_time_speed::<1>.run_if(input_just_pressed(KeyCode::Up)),
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                change_time_speed::<-1>.run_if(input_just_pressed(KeyCode::Down)),
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                (update_virtual_time_info_text, update_real_time_info_text)
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                    // update the texts on a timer to make them more readable
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                    // `on_timer` run condition uses `Virtual` time meaning it's scaled
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                    // and would result in the UI updating at different intervals based
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                    // on `Time<Virtual>::relative_speed` and `Time<Virtual>::is_paused()`
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                    .run_if(on_real_timer(Duration::from_millis(250))),
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            ),
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        )
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        .run();
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}
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/// `Real` time related marker
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#[derive(Component)]
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struct RealTime;
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/// `Virtual` time related marker
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#[derive(Component)]
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struct VirtualTime;
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/// Setup the example
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut time: ResMut<Time<Virtual>>) {
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    // start with double `Virtual` time resulting in one of the sprites moving at twice the speed
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    // of the other sprite which moves based on `Real` (unscaled) time
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    time.set_relative_speed(2.);
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    commands.spawn(Camera2dBundle::default());
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    let virtual_color = Color::GOLD;
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    let sprite_scale = Vec2::splat(0.5).extend(1.);
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    let texture_handle = asset_server.load("branding/icon.png");
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    // the sprite moving based on real time
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    commands.spawn((
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        SpriteBundle {
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            texture: texture_handle.clone(),
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            transform: Transform::from_scale(sprite_scale),
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            ..default()
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        },
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        RealTime,
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    ));
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    // the sprite moving based on virtual time
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    commands.spawn((
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        SpriteBundle {
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            texture: texture_handle,
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            sprite: Sprite {
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                color: virtual_color,
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                ..default()
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            },
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            transform: Transform {
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                scale: sprite_scale,
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                translation: Vec3::new(0., -160., 0.),
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                ..default()
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            },
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            ..default()
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        },
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        VirtualTime,
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    ));
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    // info UI
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    let font_size = 40.;
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    commands
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        .spawn(NodeBundle {
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            style: Style {
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                display: Display::Flex,
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                justify_content: JustifyContent::SpaceBetween,
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                width: Val::Percent(100.),
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                position_type: PositionType::Absolute,
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                top: Val::Px(0.),
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                padding: UiRect::all(Val::Px(20.0)),
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                ..default()
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            },
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            ..default()
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        })
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        .with_children(|builder| {
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            // real time info
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            builder.spawn((
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                TextBundle::from_section(
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                    "",
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                    TextStyle {
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                        font_size,
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                        ..default()
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                    },
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                ),
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                RealTime,
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            ));
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            // keybindings
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            builder.spawn(
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                TextBundle::from_section(
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                    "CONTROLS\nUn/Pause: Space\nSpeed+: Up\nSpeed-: Down",
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                    TextStyle {
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                        font_size,
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                        color: Color::rgb(0.85, 0.85, 0.85),
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                        ..default()
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                    },
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                )
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                .with_text_alignment(TextAlignment::Center),
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            );
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            // virtual time info
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            builder.spawn((
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                TextBundle::from_section(
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                    "",
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                    TextStyle {
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                        font_size,
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                        color: virtual_color,
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                        ..default()
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                    },
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                )
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                .with_text_alignment(TextAlignment::Right),
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                VirtualTime,
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            ));
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        });
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}
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/// Move sprites using `Real` (unscaled) time
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fn move_real_time_sprites(
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    mut sprite_query: Query<&mut Transform, (With<Sprite>, With<RealTime>)>,
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    // `Real` time which is not scaled or paused
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    time: Res<Time<Real>>,
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) {
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    for mut transform in sprite_query.iter_mut() {
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        // move roughly half the screen in a `Real` second
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        // when the time is scaled the speed is going to change
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        // and the sprite will stay still the the time is paused
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        transform.translation.x = get_sprite_translation_x(time.elapsed_seconds());
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    }
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}
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/// Move sprites using `Virtual` (scaled) time
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fn move_virtual_time_sprites(
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    mut sprite_query: Query<&mut Transform, (With<Sprite>, With<VirtualTime>)>,
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    // the default `Time` is either `Time<Virtual>` in regular systems
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    // or `Time<Fixed>` in fixed timestep systems so `Time::delta()`,
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    // `Time::elapsed()` will return the appropriate values either way
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    time: Res<Time>,
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) {
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    for mut transform in sprite_query.iter_mut() {
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        // move roughly half the screen in a `Virtual` second
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        // when time is scaled using `Time<Virtual>::set_relative_speed` it's going
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        // to move at a different pace and the sprite will stay still when time is
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        // `Time<Virtual>::is_paused()`
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        transform.translation.x = get_sprite_translation_x(time.elapsed_seconds());
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    }
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}
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fn get_sprite_translation_x(elapsed: f32) -> f32 {
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    elapsed.sin() * 500.
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}
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/// Update the speed of `Time<Virtual>.` by `DELTA`
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fn change_time_speed<const DELTA: i8>(mut time: ResMut<Time<Virtual>>) {
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    let time_speed = (time.relative_speed() + DELTA as f32)
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        .round()
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        .clamp(0.25, 5.);
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    // set the speed of the virtual time to speed it up or slow it down
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    time.set_relative_speed(time_speed);
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}
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/// pause or resume `Relative` time
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fn toggle_pause(mut time: ResMut<Time<Virtual>>) {
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    if time.is_paused() {
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        time.unpause();
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    } else {
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        time.pause();
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    }
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}
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/// Update the `Real` time info text
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fn update_real_time_info_text(time: Res<Time<Real>>, mut query: Query<&mut Text, With<RealTime>>) {
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    for mut text in &mut query {
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        text.sections[0].value = format!(
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            "REAL TIME\nElapsed: {:.1}\nDelta: {:.5}\n",
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            time.elapsed_seconds(),
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            time.delta_seconds(),
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        );
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    }
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}
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/// Update the `Virtual` time info text
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fn update_virtual_time_info_text(
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    time: Res<Time<Virtual>>,
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    mut query: Query<&mut Text, With<VirtualTime>>,
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) {
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    for mut text in &mut query {
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        text.sections[0].value = format!(
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            "VIRTUAL TIME\nElapsed: {:.1}\nDelta: {:.5}\nSpeed: {:.2}",
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            time.elapsed_seconds(),
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            time.delta_seconds(),
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            time.relative_speed()
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        );
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    }
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}
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