 7482a0d26d
			
		
	
	
		7482a0d26d
		
			
		
	
	
	
	
		
			
			Fixes #15834 ## Migration Guide The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for consistency with each other and the standard library's `Duration` type. The following methods have been renamed: - `Stowatch::paused` -> `Stopwatch::is_paused` - `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and `_wrapped` variants)
		
			
				
	
	
		
			107 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			107 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example illustrates how to react to component and resource changes.
 | |
| 
 | |
| use bevy::prelude::*;
 | |
| use rand::Rng;
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_systems(Startup, setup)
 | |
|         .add_systems(
 | |
|             Update,
 | |
|             (
 | |
|                 change_component,
 | |
|                 change_component_2,
 | |
|                 change_resource,
 | |
|                 change_detection,
 | |
|             ),
 | |
|         )
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| #[derive(Component, PartialEq, Debug)]
 | |
| struct MyComponent(f32);
 | |
| 
 | |
| #[derive(Resource, PartialEq, Debug)]
 | |
| struct MyResource(f32);
 | |
| 
 | |
| fn setup(mut commands: Commands) {
 | |
|     // Note the first change detection log correctly points to this line because the component is
 | |
|     // added. Although commands are deferred, they are able to track the original calling location.
 | |
|     commands.spawn(MyComponent(0.0));
 | |
|     commands.insert_resource(MyResource(0.0));
 | |
| }
 | |
| 
 | |
| fn change_component(time: Res<Time>, mut query: Query<(Entity, &mut MyComponent)>) {
 | |
|     for (entity, mut component) in &mut query {
 | |
|         if rand::thread_rng().gen_bool(0.1) {
 | |
|             let new_component = MyComponent(time.elapsed_secs().round());
 | |
|             info!("New value: {new_component:?} {entity:?}");
 | |
|             // Change detection occurs on mutable dereference, and does not consider whether or not
 | |
|             // a value is actually equal. To avoid triggering change detection when nothing has
 | |
|             // actually changed, you can use the `set_if_neq` method on any component or resource
 | |
|             // that implements PartialEq.
 | |
|             component.set_if_neq(new_component);
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// This is a duplicate of the `change_component` system, added to show that change tracking can
 | |
| /// help you find *where* your component is being changed, when there are multiple possible
 | |
| /// locations.
 | |
| fn change_component_2(time: Res<Time>, mut query: Query<(Entity, &mut MyComponent)>) {
 | |
|     for (entity, mut component) in &mut query {
 | |
|         if rand::thread_rng().gen_bool(0.1) {
 | |
|             let new_component = MyComponent(time.elapsed_secs().round());
 | |
|             info!("New value: {new_component:?} {entity:?}");
 | |
|             component.set_if_neq(new_component);
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// Change detection concepts for components apply similarly to resources.
 | |
| fn change_resource(time: Res<Time>, mut my_resource: ResMut<MyResource>) {
 | |
|     if rand::thread_rng().gen_bool(0.1) {
 | |
|         let new_resource = MyResource(time.elapsed_secs().round());
 | |
|         info!("New value: {new_resource:?}");
 | |
|         my_resource.set_if_neq(new_resource);
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// Query filters like [`Changed<T>`] and [`Added<T>`] ensure only entities matching these filters
 | |
| /// will be returned by the query.
 | |
| ///
 | |
| /// Using the [`Ref<T>`] system param allows you to access change detection information, but does
 | |
| /// not filter the query.
 | |
| fn change_detection(
 | |
|     changed_components: Query<Ref<MyComponent>, Changed<MyComponent>>,
 | |
|     my_resource: Res<MyResource>,
 | |
| ) {
 | |
|     for component in &changed_components {
 | |
|         // By default, you can only tell that a component was changed.
 | |
|         //
 | |
|         // This is useful, but what if you have multiple systems modifying the same component, how
 | |
|         // will you know which system is causing the component to change?
 | |
|         warn!(
 | |
|             "Change detected!\n\t-> value: {:?}\n\t-> added: {}\n\t-> changed: {}\n\t-> changed by: {}",
 | |
|             component,
 | |
|             component.is_added(),
 | |
|             component.is_changed(),
 | |
|             // If you enable the `track_change_detection` feature, you can unlock the `changed_by()`
 | |
|             // method. It returns the file and line number that the component or resource was
 | |
|             // changed in. It's not recommended for released games, but great for debugging!
 | |
|             component.changed_by()
 | |
|         );
 | |
|     }
 | |
| 
 | |
|     if my_resource.is_changed() {
 | |
|         warn!(
 | |
|             "Change detected!\n\t-> value: {:?}\n\t-> added: {}\n\t-> changed: {}\n\t-> changed by: {}",
 | |
|             my_resource,
 | |
|             my_resource.is_added(),
 | |
|             my_resource.is_changed(),
 | |
|             my_resource.changed_by() // Like components, requires `track_change_detection` feature.
 | |
|         );
 | |
|     }
 | |
| }
 |