 c26be39719
			
		
	
	
		c26be39719
		
	
	
	
	
		
			
			# Objective - Since #4224, using labels which only refer to one system doesn't make sense. ## Solution - Remove some of those. ## Future work - We should remove the ability to use strings as system labels entirely. I haven't in this PR because there are tests which use this, and that's a lot of code to change. - The only use cases for labels are either intra-crate, which use #4224, or inter-crate, which should either use #4224 or explicit types. Neither of those should use strings.
		
			
				
	
	
		
			64 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy_ecs::{event::Events, prelude::*};
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| 
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| // In this example a system sends a custom event with a 50/50 chance during any frame.
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| // If an event was send, it will be printed by the console in a receiving system.
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| fn main() {
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|     // Create a new empty world and add the event as a resource
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|     let mut world = World::new();
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|     world.insert_resource(Events::<MyEvent>::default());
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| 
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|     // Create a schedule and a stage
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|     let mut schedule = Schedule::default();
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| 
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|     // Events need to be updated in every frame. This update should happen before we use
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|     // the events. To guarantee this, we can let the update run in an earlier stage than our logic.
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|     // Here we will use a stage called "first" that will always run it's systems before the Stage
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|     // called "second". In "first" we update the events and in "second" we run our systems
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|     // sending and receiving events.
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|     let mut first = SystemStage::parallel();
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|     first.add_system(Events::<MyEvent>::update_system);
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|     schedule.add_stage("first", first);
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| 
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|     // Add systems sending and receiving events to a "second" Stage
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|     let mut second = SystemStage::parallel();
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|     second.add_system(sending_system);
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|     second.add_system(receiving_system.after(sending_system));
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| 
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|     // Run the "second" Stage after the "first" Stage, so our Events always get updated before we use them
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|     schedule.add_stage_after("first", "second", second);
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| 
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|     // Simulate 10 frames of our world
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|     for iteration in 1..=10 {
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|         println!("Simulating frame {}/10", iteration);
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|         schedule.run(&mut world);
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|     }
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| }
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| 
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| // This is our event that we will send and receive in systems
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| struct MyEvent {
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|     pub message: String,
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|     pub random_value: f32,
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| }
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| 
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| // In every frame we will send an event with a 50/50 chance
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| fn sending_system(mut event_writer: EventWriter<MyEvent>) {
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|     let random_value: f32 = rand::random();
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|     if random_value > 0.5 {
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|         event_writer.send(MyEvent {
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|             message: "A random event with value > 0.5".to_string(),
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|             random_value,
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|         });
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|     }
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| }
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| 
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| // This system listens for events of the type MyEvent
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| // If an event is received it will be printed to the console
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| fn receiving_system(mut event_reader: EventReader<MyEvent>) {
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|     for my_event in event_reader.iter() {
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|         println!(
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|             "    Received message {:?}, with random value of {}",
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|             my_event.message, my_event.random_value
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|         );
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|     }
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| }
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