# Objective - Make `Time` API more consistent. - Support time accel/decel/pause. ## Solution This is just the `Time` half of #3002. I was told that part isn't controversial. - Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming. - Implement accelerating / decelerating the passage of time. - Implement stopping time. --- ## Changelog - Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly. - Added `relative_speed` and `set_relative_speed` methods. - Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.) - Added `raw_*` variants of the "delta time" and "total elapsed time" methods. - Added `first_update` method because there's a non-zero duration between startup and the first update. ## Migration Guide - `time.time_since_startup()` -> `time.elapsed()` - `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()` - `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()` If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
		
			
				
	
	
		
			63 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			63 lines
		
	
	
		
			2.3 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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use bevy::prelude::*;
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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 `CoreStage::Update' stage, and the system that reacts on the removal on the
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    // `CoreStage::PostUpdate` stage.
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_startup_system(setup)
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        .add_system_to_stage(CoreStage::Update, remove_component)
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        .add_system_to_stage(CoreStage::PostUpdate, react_on_removal)
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        .run();
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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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#[derive(Component)]
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struct MyComponent;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(Camera2dBundle::default());
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    commands.spawn((
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        SpriteBundle {
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            texture: asset_server.load("branding/icon.png"),
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            ..default()
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        },
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        // Add the `Component`.
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        MyComponent,
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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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    mut commands: 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.elapsed_seconds() > 2.0 {
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        if let Some(entity) = query.iter().next() {
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            commands.entity(entity).remove::<MyComponent>();
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        }
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    }
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}
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fn react_on_removal(removed: RemovedComponents<MyComponent>, mut query: Query<&mut Sprite>) {
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    // `RemovedComponents<T>::iter()` returns an interator with the `Entity`s that had their
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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 removed.iter() {
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        if let Ok(mut sprite) = query.get_mut(entity) {
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            sprite.color.set_r(0.0);
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        }
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    }
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}
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