75 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			75 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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| 
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| use bevy::prelude::*;
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| 
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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 `stage::UPDATE` stage, and the system that reacts on the removal on the
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|     // `stage::POST_UPDATE` stage.
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|     App::build()
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup.system())
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|         .add_system_to_stage(stage::UPDATE, remove_component.system())
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|         .add_system_to_stage(stage::POST_UPDATE, react_on_removal.system())
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|         .run();
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| }
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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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| 
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| fn setup(
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|     commands: &mut 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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| 
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|     commands
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|         .spawn(Camera2dBundle::default())
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|         .spawn(SpriteBundle {
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|             material: materials.add(texture.into()),
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|             ..Default::default()
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|         })
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|         .with(MyComponent); // Add the `Component`.
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| }
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| 
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| fn remove_component(
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|     time: Res<Time>,
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|     commands: &mut 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.remove_one::<MyComponent>(entity);
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|         }
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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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|     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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| 
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|     // `Query.removed<T>` returns an array with the `Entity`s in the `Query` that had its
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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 query.removed::<MyComponent>() {
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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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