
# Objective As discussed in #14275, Bevy is currently too prone to panic, and makes the easy / beginner-friendly way to do a large number of operations just to panic on failure. This is seriously frustrating in library code, but also slows down development, as many of the `Query::single` panics can actually safely be an early return (these panics are often due to a small ordering issue or a change in game state. More critically, in most "finished" products, panics are unacceptable: any unexpected failures should be handled elsewhere. That's where the new With the advent of good system error handling, we can now remove this. Note: I was instrumental in a) introducing this idea in the first place and b) pushing to make the panicking variant the default. The introduction of both `let else` statements in Rust and the fancy system error handling work in 0.16 have changed my mind on the right balance here. ## Solution 1. Make `Query::single` and `Query::single_mut` (and other random related methods) return a `Result`. 2. Handle all of Bevy's internal usage of these APIs. 3. Deprecate `Query::get_single` and friends, since we've moved their functionality to the nice names. 4. Add detailed advice on how to best handle these errors. Generally I like the diff here, although `get_single().unwrap()` in tests is a bit of a downgrade. ## Testing I've done a global search for `.single` to track down any missed deprecated usages. As to whether or not all the migrations were successful, that's what CI is for :) ## Future work ~~Rename `Query::get_single` and friends to `Query::single`!~~ ~~I've opted not to do this in this PR, and smear it across two releases in order to ease the migration. Successive deprecations are much easier to manage than the semantics and types shifting under your feet.~~ Cart has convinced me to change my mind on this; see https://github.com/bevyengine/bevy/pull/18082#discussion_r1974536085. ## Migration guide `Query::single`, `Query::single_mut` and their `QueryState` equivalents now return a `Result`. Generally, you'll want to: 1. Use Bevy 0.16's system error handling to return a `Result` using the `?` operator. 2. Use a `let else Ok(data)` block to early return if it's an expected failure. 3. Use `unwrap()` or `Ok` destructuring inside of tests. The old `Query::get_single` (etc) methods which did this have been deprecated.
154 lines
5.0 KiB
Rust
154 lines
5.0 KiB
Rust
//! Disabling entities is a powerful feature that allows you to hide entities from the ECS without deleting them.
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//!
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//! This can be useful for implementing features like "sleeping" objects that are offscreen
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//! or managing networked entities.
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//!
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//! While disabling entities *will* make them invisible,
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//! that's not its primary purpose!
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//! [`Visibility`](bevy::prelude::Visibility) should be used to hide entities;
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//! disabled entities are skipped entirely, which can lead to subtle bugs.
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//!
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//! # Default query filters
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//!
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//! Under the hood, Bevy uses a "default query filter" that skips entities with the
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//! the [`Disabled`] component.
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//! These filters act as a by-default exclusion list for all queries,
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//! and can be bypassed by explicitly including these components in your queries.
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//! For example, `Query<&A, With<Disabled>`, `Query<(Entity, Has<Disabled>>)` or
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//! `Query<&A, Or<(With<Disabled>, With<B>)>>` will include disabled entities.
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use bevy::ecs::entity_disabling::Disabled;
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, MeshPickingPlugin))
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.add_observer(disable_entities_on_click)
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.add_systems(
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Update,
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(list_all_named_entities, reenable_entities_on_space),
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)
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.add_systems(Startup, (setup_scene, display_instructions))
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.run();
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}
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#[derive(Component)]
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struct DisableOnClick;
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fn disable_entities_on_click(
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trigger: Trigger<Pointer<Click>>,
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valid_query: Query<&DisableOnClick>,
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mut commands: Commands,
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) {
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let clicked_entity = trigger.target();
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// Windows and text are entities and can be clicked!
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// We definitely don't want to disable the window itself,
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// because that would cause the app to close!
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if valid_query.contains(clicked_entity) {
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// Just add the `Disabled` component to the entity to disable it.
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// Note that the `Disabled` component is *only* added to the entity,
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// its children are not affected.
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commands.entity(clicked_entity).insert(Disabled);
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}
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}
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#[derive(Component)]
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struct EntityNameText;
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// The query here will not find entities with the `Disabled` component,
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// because it does not explicitly include it.
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fn list_all_named_entities(
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query: Query<&Name>,
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mut name_text_query: Query<&mut Text, With<EntityNameText>>,
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mut commands: Commands,
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) {
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let mut text_string = String::from("Named entities found:\n");
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// Query iteration order is not guaranteed, so we sort the names
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// to ensure the output is consistent.
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for name in query.iter().sort::<&Name>() {
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text_string.push_str(&format!("{:?}\n", name));
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}
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if let Ok(mut text) = name_text_query.single_mut() {
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*text = Text::new(text_string);
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} else {
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commands.spawn((
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EntityNameText,
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Text::default(),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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right: Val::Px(12.0),
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..default()
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},
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));
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}
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}
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fn reenable_entities_on_space(
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mut commands: Commands,
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// This query can find disabled entities,
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// because it explicitly includes the `Disabled` component.
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disabled_entities: Query<Entity, With<Disabled>>,
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input: Res<ButtonInput<KeyCode>>,
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) {
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if input.just_pressed(KeyCode::Space) {
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for entity in disabled_entities.iter() {
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// To re-enable an entity, just remove the `Disabled` component.
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commands.entity(entity).remove::<Disabled>();
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}
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}
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}
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const X_EXTENT: f32 = 900.;
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fn setup_scene(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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commands.spawn(Camera2d);
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let named_shapes = [
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(Name::new("Annulus"), meshes.add(Annulus::new(25.0, 50.0))),
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(
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Name::new("Bestagon"),
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meshes.add(RegularPolygon::new(50.0, 6)),
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),
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(Name::new("Rhombus"), meshes.add(Rhombus::new(75.0, 100.0))),
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];
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let num_shapes = named_shapes.len();
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for (i, (name, shape)) in named_shapes.into_iter().enumerate() {
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// Distribute colors evenly across the rainbow.
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let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7);
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commands.spawn((
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name,
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DisableOnClick,
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Mesh2d(shape),
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MeshMaterial2d(materials.add(color)),
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Transform::from_xyz(
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// Distribute shapes from -X_EXTENT/2 to +X_EXTENT/2.
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-X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
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0.0,
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0.0,
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),
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));
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}
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}
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fn display_instructions(mut commands: Commands) {
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commands.spawn((
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Text::new(
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"Click an entity to disable it.\n\nPress Space to re-enable all disabled entities.",
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),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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));
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}
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