
# Objective Support the following syntax for adding systems: ```rust App::new() .add_system(setup.on_startup()) .add_systems(( show_menu.in_schedule(OnEnter(GameState::Paused)), menu_ssytem.in_set(OnUpdate(GameState::Paused)), hide_menu.in_schedule(OnExit(GameState::Paused)), )) ``` ## Solution Add the traits `IntoSystemAppConfig{s}`, which provide the extension methods necessary for configuring which schedule a system belongs to. These extension methods return `IntoSystemAppConfig{s}`, which `App::add_system{s}` uses to choose which schedule to add systems to. --- ## Changelog + Added the extension methods `in_schedule(label)` and `on_startup()` for configuring the schedule a system belongs to. ## Future Work * Replace all uses of `add_startup_system` in the engine. * Deprecate this method
88 lines
2.7 KiB
Rust
88 lines
2.7 KiB
Rust
mod bundle;
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mod dynamic_texture_atlas_builder;
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mod mesh2d;
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mod render;
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mod sprite;
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mod texture_atlas;
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mod texture_atlas_builder;
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pub mod collide_aabb;
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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bundle::{SpriteBundle, SpriteSheetBundle},
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sprite::Sprite,
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texture_atlas::{TextureAtlas, TextureAtlasSprite},
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ColorMaterial, ColorMesh2dBundle, TextureAtlasBuilder,
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};
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}
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pub use bundle::*;
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pub use dynamic_texture_atlas_builder::*;
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pub use mesh2d::*;
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pub use render::*;
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pub use sprite::*;
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pub use texture_atlas::*;
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pub use texture_atlas_builder::*;
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use bevy_app::prelude::*;
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use bevy_asset::{AddAsset, Assets, HandleUntyped};
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use bevy_core_pipeline::core_2d::Transparent2d;
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use bevy_ecs::prelude::*;
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use bevy_reflect::TypeUuid;
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use bevy_render::{
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render_phase::AddRenderCommand,
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render_resource::{Shader, SpecializedRenderPipelines},
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ExtractSchedule, RenderApp, RenderSet,
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};
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#[derive(Default)]
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pub struct SpritePlugin;
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pub const SPRITE_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2763343953151597127);
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
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pub enum SpriteSystem {
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ExtractSprites,
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}
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impl Plugin for SpritePlugin {
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fn build(&self, app: &mut App) {
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let mut shaders = app.world.resource_mut::<Assets<Shader>>();
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let sprite_shader = Shader::from_wgsl(include_str!("render/sprite.wgsl"));
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shaders.set_untracked(SPRITE_SHADER_HANDLE, sprite_shader);
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app.add_asset::<TextureAtlas>()
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.register_asset_reflect::<TextureAtlas>()
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.register_type::<Sprite>()
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.register_type::<Anchor>()
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.register_type::<Mesh2dHandle>()
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.add_plugin(Mesh2dRenderPlugin)
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.add_plugin(ColorMaterialPlugin);
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.init_resource::<ImageBindGroups>()
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.init_resource::<SpritePipeline>()
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.init_resource::<SpecializedRenderPipelines<SpritePipeline>>()
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.init_resource::<SpriteMeta>()
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.init_resource::<ExtractedSprites>()
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.init_resource::<SpriteAssetEvents>()
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.add_render_command::<Transparent2d, DrawSprite>()
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.add_systems(
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(
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extract_sprites.in_set(SpriteSystem::ExtractSprites),
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extract_sprite_events,
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)
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.in_schedule(ExtractSchedule),
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)
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.add_system(
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queue_sprites
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.in_set(RenderSet::Queue)
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.ambiguous_with(queue_material2d_meshes::<ColorMaterial>),
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);
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};
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}
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}
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