# Objective Cleanup naming and docs, add missing migration guide after #15591 All text root nodes now use `Text` (UI) / `Text2d`. All text readers/writers use `Text<Type>Reader`/`Text<Type>Writer` convention. --- ## Migration Guide Doubles as #15591 migration guide. Text bundles (`TextBundle` and `Text2dBundle`) were removed in favor of `Text` and `Text2d`. Shared configuration fields were replaced with `TextLayout`, `TextFont` and `TextColor` components. Just `TextBundle`'s additional field turned into `TextNodeFlags` component, while `Text2dBundle`'s additional fields turned into `TextBounds` and `Anchor` components. Text sections were removed in favor of hierarchy-based approach. For root text entities with `Text` or `Text2d` components, child entities with `TextSpan` will act as additional text sections. To still access text spans by index, use the new `TextUiReader`, `Text2dReader` and `TextUiWriter`, `Text2dWriter` system parameters.
		
			
				
	
	
		
			113 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			113 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates the use of "one-shot systems", which run once when triggered.
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//!
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//! These can be useful to help structure your logic in a push-based fashion,
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//! reducing the overhead of running extremely rarely run systems
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//! and improving schedule flexibility.
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//!
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//! See the [`World::run_system`](World::run_system) or
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//! [`World::run_system_once`](World#method.run_system_once_with)
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//! docs for more details.
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use bevy::{
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    ecs::system::{RunSystemOnce, SystemId},
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    prelude::*,
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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(
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            Startup,
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            (
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                setup_ui,
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                setup_with_commands,
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                setup_with_world.after(setup_ui), // since we run `system_b` once in world it needs to run after `setup_ui`
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            ),
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        )
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        .add_systems(Update, (trigger_system, evaluate_callbacks).chain())
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        .run();
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}
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#[derive(Component)]
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struct Callback(SystemId);
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#[derive(Component)]
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struct Triggered;
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#[derive(Component)]
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struct A;
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#[derive(Component)]
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struct B;
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fn setup_with_commands(mut commands: Commands) {
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    let system_id = commands.register_system(system_a);
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    commands.spawn((Callback(system_id), A));
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}
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fn setup_with_world(world: &mut World) {
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    // We can run it once manually
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    world.run_system_once(system_b).unwrap();
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    // Or with a Callback
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    let system_id = world.register_system(system_b);
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    world.spawn((Callback(system_id), B));
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}
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/// Tag entities that have callbacks we want to run with the `Triggered` component.
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fn trigger_system(
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    mut commands: Commands,
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    query_a: Single<Entity, With<A>>,
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    query_b: Single<Entity, With<B>>,
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    input: Res<ButtonInput<KeyCode>>,
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) {
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    if input.just_pressed(KeyCode::KeyA) {
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        let entity = *query_a;
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        commands.entity(entity).insert(Triggered);
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    }
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    if input.just_pressed(KeyCode::KeyB) {
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        let entity = *query_b;
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        commands.entity(entity).insert(Triggered);
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    }
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}
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/// Runs the systems associated with each `Callback` component if the entity also has a `Triggered` component.
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///
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/// This could be done in an exclusive system rather than using `Commands` if preferred.
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fn evaluate_callbacks(query: Query<(Entity, &Callback), With<Triggered>>, mut commands: Commands) {
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    for (entity, callback) in query.iter() {
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        commands.run_system(callback.0);
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        commands.entity(entity).remove::<Triggered>();
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    }
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}
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fn system_a(entity_a: Single<Entity, With<Text>>, mut writer: TextUiWriter) {
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    *writer.text(*entity_a, 3) = String::from("A");
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    info!("A: One shot system registered with Commands was triggered");
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}
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fn system_b(entity_b: Single<Entity, With<Text>>, mut writer: TextUiWriter) {
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    *writer.text(*entity_b, 3) = String::from("B");
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    info!("B: One shot system registered with World was triggered");
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}
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fn setup_ui(mut commands: Commands) {
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    commands.spawn(Camera2d);
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    commands
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        .spawn((
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            Text::default(),
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            TextLayout::new_with_justify(JustifyText::Center),
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            Style {
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                align_self: AlignSelf::Center,
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                justify_self: JustifySelf::Center,
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                ..default()
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            },
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        ))
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        .with_children(|p| {
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            p.spawn(TextSpan::new("Press A or B to trigger a one-shot system\n"));
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            p.spawn(TextSpan::new("Last Triggered: "));
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            p.spawn((
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                TextSpan::new("-"),
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                TextColor(bevy::color::palettes::css::ORANGE.into()),
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            ));
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        });
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}
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