Fixes: #18963 Follows up on: #17977 Adopts: #18966 In 0.16, `EventWriter::send` was renamed to `EventWriter::write`, but many methods were missed (sorry about that). This completes that refactor by renaming all `send` methods and internals. | Old | New | |-------------------------------------|--------------------------------------| | `World::send_event` | `World::write_event` | | `World::send_event_default` | `World::write_event_default` | | `World::send_event_batch` | `World::write_event_batch` | | `DeferredWorld::send_event` | `DeferredWorld::write_event` | | `DeferredWorld::send_event_default` | `DeferredWorld::write_event_default` | | `DeferredWorld::send_event_batch` | `DeferredWorld::write_event_batch` | | `Commands::send_event` | `Commmands::write_event` | | `Events::send` | `Events::write` | | `Events::send_default` | `Events::write_default` | | `Events::send_batch` | `Events::write_batch` | | `RemovedComponentEvents::send` | `RemovedComponentEvents::write` | | `command::send_event` | `commmand::write_event` | | `SendBatchIds` | `WriteBatchIds` | --------- Co-authored-by: shwwwa <shwwwa.dev@gmail.com>
		
			
				
	
	
		
			175 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			175 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
#![expect(missing_docs, reason = "Not all docs are written yet, see #3492.")]
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use bevy::prelude::*;
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#[derive(Component, Default)]
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struct Enemy {
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    hit_points: u32,
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    score_value: u32,
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}
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#[derive(Event, BufferedEvent)]
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struct EnemyDied(u32);
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#[derive(Resource)]
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struct Score(u32);
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fn update_score(mut dead_enemies: EventReader<EnemyDied>, mut score: ResMut<Score>) {
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    for value in dead_enemies.read() {
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        score.0 += value.0;
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    }
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}
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fn despawn_dead_enemies(
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    mut commands: Commands,
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    mut dead_enemies: EventWriter<EnemyDied>,
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    enemies: Query<(Entity, &Enemy)>,
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) {
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    for (entity, enemy) in &enemies {
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        if enemy.hit_points == 0 {
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            commands.entity(entity).despawn();
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            dead_enemies.write(EnemyDied(enemy.score_value));
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        }
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    }
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}
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fn hurt_enemies(mut enemies: Query<&mut Enemy>) {
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    for mut enemy in &mut enemies {
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        enemy.hit_points -= 1;
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    }
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}
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fn spawn_enemy(mut commands: Commands, keyboard_input: Res<ButtonInput<KeyCode>>) {
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    if keyboard_input.just_pressed(KeyCode::Space) {
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        commands.spawn(Enemy {
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            hit_points: 5,
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            score_value: 3,
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        });
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    }
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}
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#[test]
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fn did_hurt_enemy() {
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    // Setup app
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    let mut app = App::new();
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    // Add Score resource
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    app.insert_resource(Score(0));
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    // Add `EnemyDied` event
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    app.add_event::<EnemyDied>();
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    // Add our two systems
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    app.add_systems(Update, (hurt_enemies, despawn_dead_enemies).chain());
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    // Setup test entities
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    let enemy_id = app
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        .world_mut()
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        .spawn(Enemy {
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            hit_points: 5,
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            score_value: 3,
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        })
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        .id();
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    // Run systems
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    app.update();
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    // Check resulting changes
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    assert!(app.world().get::<Enemy>(enemy_id).is_some());
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    assert_eq!(app.world().get::<Enemy>(enemy_id).unwrap().hit_points, 4);
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}
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#[test]
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fn did_despawn_enemy() {
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    // Setup app
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    let mut app = App::new();
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    // Add Score resource
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    app.insert_resource(Score(0));
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    // Add `EnemyDied` event
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    app.add_event::<EnemyDied>();
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    // Add our two systems
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    app.add_systems(Update, (hurt_enemies, despawn_dead_enemies).chain());
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    // Setup test entities
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    let enemy_id = app
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        .world_mut()
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        .spawn(Enemy {
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            hit_points: 1,
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            score_value: 1,
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        })
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        .id();
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    // Run systems
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    app.update();
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    // Check enemy was despawned
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    assert!(app.world().get::<Enemy>(enemy_id).is_none());
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    // Get `EnemyDied` event reader
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    let enemy_died_events = app.world().resource::<Events<EnemyDied>>();
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    let mut enemy_died_reader = enemy_died_events.get_cursor();
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    let enemy_died = enemy_died_reader.read(enemy_died_events).next().unwrap();
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    // Check the event has been sent
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    assert_eq!(enemy_died.0, 1);
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}
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#[test]
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fn spawn_enemy_using_input_resource() {
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    // Setup app
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    let mut app = App::new();
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    // Add our systems
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    app.add_systems(Update, spawn_enemy);
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    // Setup test resource
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    let mut input = ButtonInput::<KeyCode>::default();
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    input.press(KeyCode::Space);
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    app.insert_resource(input);
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    // Run systems
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    app.update();
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    // Check resulting changes, one entity has been spawned with `Enemy` component
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    assert_eq!(app.world_mut().query::<&Enemy>().iter(app.world()).len(), 1);
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    // Clear the `just_pressed` status for all `KeyCode`s
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    app.world_mut()
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        .resource_mut::<ButtonInput<KeyCode>>()
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        .clear();
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    // Run systems
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    app.update();
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    // Check resulting changes, no new entity has been spawned
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    assert_eq!(app.world_mut().query::<&Enemy>().iter(app.world()).len(), 1);
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}
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#[test]
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fn update_score_on_event() {
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    // Setup app
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    let mut app = App::new();
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    // Add Score resource
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    app.insert_resource(Score(0));
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    // Add `EnemyDied` event
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    app.add_event::<EnemyDied>();
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    // Add our systems
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    app.add_systems(Update, update_score);
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    // Write an `EnemyDied` event
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    app.world_mut()
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        .resource_mut::<Events<EnemyDied>>()
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        .write(EnemyDied(3));
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    // Run systems
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    app.update();
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    // Check resulting changes
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    assert_eq!(app.world().resource::<Score>().0, 3);
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}
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