228 lines
6.8 KiB
Rust
228 lines
6.8 KiB
Rust
//! Generic types allow us to reuse logic across many related systems,
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//! allowing us to specialize our function's behavior based on which type (or types) are passed in.
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//!
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//! This is commonly useful for working on related components or resources,
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//! where we want to have unique types for querying purposes but want them all to work the same way.
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//! This is particularly powerful when combined with user-defined traits to add more functionality to these related types.
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//! Remember to insert a specialized copy of the system into the schedule for each type that you want to operate on!
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//!
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//! For more advice on working with generic types in Rust, check out <https://doc.rust-lang.org/book/ch10-01-syntax.html>
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//! or <https://doc.rust-lang.org/rust-by-example/generics.html>
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use bevy::prelude::*;
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use system_param_in_associated_type::*;
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#[derive(Debug, Default, Clone, Copy, Eq, PartialEq, Hash, States)]
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enum AppState {
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#[default]
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MainMenu,
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InGame,
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}
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#[derive(Component)]
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struct TextToPrint(String);
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#[derive(Component, Deref, DerefMut)]
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struct PrinterTick(Timer);
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#[derive(Component)]
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struct MenuClose;
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#[derive(Component)]
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struct LevelUnload;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_state::<AppState>()
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.add_systems(Startup, setup_system)
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.add_systems(
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Update,
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(
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print_text_system,
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transition_to_in_game_system.run_if(in_state(AppState::MainMenu)),
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system::<ItemA>,
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),
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)
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// Cleanup systems.
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// Pass in the types your system should operate on using the ::<T> (turbofish) syntax
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.add_systems(OnExit(AppState::MainMenu), cleanup_system::<MenuClose>)
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.add_systems(OnExit(AppState::InGame), cleanup_system::<LevelUnload>)
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.run();
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}
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fn setup_system(mut commands: Commands) {
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commands.spawn((
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PrinterTick(Timer::from_seconds(1.0, TimerMode::Repeating)),
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TextToPrint("I will print until you press space.".to_string()),
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MenuClose,
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));
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commands.spawn((
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PrinterTick(Timer::from_seconds(1.0, TimerMode::Repeating)),
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TextToPrint("I will always print".to_string()),
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LevelUnload,
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));
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commands.insert_resource(ResourceC { data: 3 });
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}
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fn print_text_system(time: Res<Time>, mut query: Query<(&mut PrinterTick, &TextToPrint)>) {
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for (mut timer, text) in &mut query {
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if timer.tick(time.delta()).just_finished() {
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info!("{}", text.0);
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}
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}
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}
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fn transition_to_in_game_system(
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mut next_state: ResMut<NextState<AppState>>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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) {
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if keyboard_input.pressed(KeyCode::Space) {
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next_state.set(AppState::InGame);
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}
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}
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// Type arguments on functions come after the function name, but before ordinary arguments.
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// Here, the `Component` trait is a trait bound on T, our generic type
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fn cleanup_system<T: Component>(mut commands: Commands, query: Query<Entity, With<T>>) {
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for e in &query {
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commands.entity(e).despawn();
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}
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}
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// For a more advanced usage you may want have a group of system params to implement a trait.
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// Note that this example is a little contrived in the interest of keeping things simple. The
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// purpose here is to demontrate how to get the traits and lifetimes to work properly.
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mod system_with_generic_system_param {
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use super::*;
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use bevy::ecs::system::SystemParam;
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struct DamagePlugin;
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impl Plugin for DamagePlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, setup_damage).add_systems(
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Update,
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(
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apply_damage::<PlayerDamageParams>,
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apply_damage::<EnemyDamageParams>,
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),
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);
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}
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}
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#[derive(Component)]
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struct Player;
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#[derive(Component)]
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struct Enemy;
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#[derive(Component)]
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struct Health(f32);
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#[derive(Resource)]
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struct EnemySettings {
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/// damage done by player to enemy
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take_damage: f32,
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/// damage done by enemy to player
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do_damage: f32,
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}
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pub trait GetDamage {
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fn apply_damage(&mut self) {}
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}
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#[derive(SystemParam)]
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struct PlayerDamageParams<'w, 's> {
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player: Query<'w, 's, &'static mut Health, With<Player>>,
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enemy_settings: Res<'w, EnemySettings>,
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}
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impl<'w, 's> GetDamage for PlayerDamageParams<'w, 's> {
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fn apply_damage(&mut self) {
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let mut player_health = self.player.single_mut();
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player_health.0 += self.enemy_settings.do_damage;
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}
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}
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#[derive(SystemParam)]
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struct EnemyDamageParams<'w, 's> {
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enemies: Query<'w, 's, &'static mut Health, With<Enemy>>,
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enemy_settings: Res<'w, EnemySettings>,
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}
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impl<'w, 's> GetDamage for EnemyDamageParams<'w, 's> {
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fn apply_damage(&mut self) {
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for mut enemy_health in self.enemies.iter_mut() {
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enemy_health.0 -= self.enemy_settings.take_damage;
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}
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}
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}
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// Note that the param passed into a system is `SystemParam::Item` and not just `SystemParam`.
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fn apply_damage<S: SystemParam>(mut param: S::Item<'_, '_>)
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where
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for<'w, 's> S::Item<'w, 's>: GetDamage,
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{
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param.apply_damage();
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}
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fn setup_damage(mut commands: Commands) {
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commands.insert_resource(EnemySettings {
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do_damage: 1.0,
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take_damage: 2.0,
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});
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}
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}
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// You may want to be have the SystemParam be specified in an associated type.
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mod system_param_in_associated_type {
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use super::*;
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use bevy::ecs::system::{lifetimeless::SRes, StaticSystemParam, SystemParam, SystemParamItem};
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#[derive(Resource)]
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pub struct ResourceA {
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pub data: u32,
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}
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#[derive(Resource)]
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pub struct ResourceC {
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pub data: u32,
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}
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pub trait MyTrait {
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type Param: SystemParam + 'static;
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fn do_something(&self, param: &mut SystemParamItem<Self::Param>) -> u32;
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}
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#[derive(Resource)]
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pub struct ItemA;
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impl MyTrait for ItemA {
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// specifies that data needed by do_something
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type Param = SRes<ResourceC>;
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fn do_something(&self, param: &mut SystemParamItem<Self::Param>) -> u32 {
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param.data
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}
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}
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#[derive(Resource)]
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pub struct ItemB;
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impl MyTrait for ItemB {
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// we can specify any system param here, including a combination of other system params
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type Param = (SRes<ResourceA>, SRes<ResourceC>);
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fn do_something(&self, param: &mut SystemParamItem<Self::Param>) -> u32 {
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// todo: Make this more intelligible
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param.0.data + param.1.data
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}
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}
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pub fn system<S: MyTrait + Resource>(
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mut param: StaticSystemParam<<S as MyTrait>::Param>,
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item: ResMut<S>,
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) {
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item.do_something(&mut param);
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}
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}
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