64 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example shows how you can know when a `Component` has been removed, so you can react to it.
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| 
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| use bevy::prelude::*;
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| 
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| fn main() {
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|     // Information regarding removed `Component`s is discarded at the end of each frame, so you need
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|     // to react to the removal before the frame is over.
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|     //
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|     // Also, `Components` are removed via a `Command`, which are not applied immediately.
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|     // So you need to react to the removal at some stage after `apply_system_buffers` has run,
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|     // and the Component` is removed.
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|     //
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|     // With these constraints in mind we make sure to place the system that removes a `Component` in
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|     // `CoreSet::Update', and the system that reacts on the removal in `CoreSet::PostUpdate`.
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_systems((
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|             setup.on_startup(),
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|             remove_component,
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|             react_on_removal.in_base_set(CoreSet::PostUpdate),
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|         ))
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|         .run();
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| }
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| 
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| // This `Struct` is just used for convenience in this example. This is the `Component` we'll be
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| // giving to the `Entity` so we have a `Component` to remove in `remove_component()`.
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| #[derive(Component)]
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| struct MyComponent;
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn(Camera2dBundle::default());
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|     commands.spawn((
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|         SpriteBundle {
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|             texture: asset_server.load("branding/icon.png"),
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|             ..default()
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|         },
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|         // Add the `Component`.
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|         MyComponent,
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|     ));
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| }
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| 
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| fn remove_component(
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|     time: Res<Time>,
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|     mut commands: Commands,
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|     query: Query<Entity, With<MyComponent>>,
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| ) {
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|     // After two seconds have passed the `Component` is removed.
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|     if time.elapsed_seconds() > 2.0 {
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|         if let Some(entity) = query.iter().next() {
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|             commands.entity(entity).remove::<MyComponent>();
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|         }
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|     }
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| }
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| 
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| fn react_on_removal(mut removed: RemovedComponents<MyComponent>, mut query: Query<&mut Sprite>) {
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|     // `RemovedComponents<T>::iter()` returns an iterator with the `Entity`s that had their
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|     // `Component` `T` (in this case `MyComponent`) removed at some point earlier during the frame.
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|     for entity in &mut removed {
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|         if let Ok(mut sprite) = query.get_mut(entity) {
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|             sprite.color.set_r(0.0);
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|         }
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|     }
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| }
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