bevy/examples/ecs/timers.rs
Carter Anderson cd15f0f5be Accept Bundles for insert and remove. Deprecate insert/remove_bundle (#6039)
# Objective

Take advantage of the "impl Bundle for Component" changes in #2975 / add the follow up changes discussed there.

## Solution

- Change `insert` and `remove` to accept a Bundle instead of a Component (for both Commands and World)
- Deprecate `insert_bundle`, `remove_bundle`, and `remove_bundle_intersection`
- Add `remove_intersection`

---

## Changelog

- Change `insert` and `remove` now accept a Bundle instead of a Component (for both Commands and World)
- `insert_bundle` and `remove_bundle` are deprecated
 

## Migration Guide

Replace `insert_bundle` with `insert`:
```rust
// Old (0.8)
commands.spawn().insert_bundle(SomeBundle::default());
// New (0.9)
commands.spawn().insert(SomeBundle::default());
```

Replace `remove_bundle` with `remove`:
```rust
// Old (0.8)
commands.entity(some_entity).remove_bundle::<SomeBundle>();
// New (0.9)
commands.entity(some_entity).remove::<SomeBundle>();
```

Replace `remove_bundle_intersection` with `remove_intersection`:
```rust
// Old (0.8)
world.entity_mut(some_entity).remove_bundle_intersection::<SomeBundle>();
// New (0.9)
world.entity_mut(some_entity).remove_intersection::<SomeBundle>();
```

Consider consolidating as many operations as possible to improve ergonomics and cut down on archetype moves:
```rust
// Old (0.8)
commands.spawn()
  .insert_bundle(SomeBundle::default())
  .insert(SomeComponent);

// New (0.9) - Option 1
commands.spawn().insert((
  SomeBundle::default(),
  SomeComponent,
))

// New (0.9) - Option 2
commands.spawn_bundle((
  SomeBundle::default(),
  SomeComponent,
))
```

## Next Steps

Consider changing `spawn` to accept a bundle and deprecate `spawn_bundle`.
2022-09-21 21:47:53 +00:00

76 lines
2.3 KiB
Rust

//! Illustrates how `Timer`s can be used both as resources and components.
use bevy::{log::info, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<Countdown>()
.add_startup_system(setup)
.add_system(countdown)
.add_system(print_when_completed)
.run();
}
#[derive(Component, Deref, DerefMut)]
pub struct PrintOnCompletionTimer(Timer);
#[derive(Resource)]
pub struct Countdown {
pub percent_trigger: Timer,
pub main_timer: Timer,
}
impl Countdown {
pub fn new() -> Self {
Self {
percent_trigger: Timer::from_seconds(4.0, true),
main_timer: Timer::from_seconds(20.0, false),
}
}
}
impl Default for Countdown {
fn default() -> Self {
Self::new()
}
}
fn setup(mut commands: Commands) {
// Add an entity to the world with a timer
commands.spawn_bundle(PrintOnCompletionTimer(Timer::from_seconds(5.0, false)));
}
/// This system ticks all the `Timer` components on entities within the scene
/// using bevy's `Time` resource to get the delta between each update.
fn print_when_completed(time: Res<Time>, mut query: Query<&mut PrintOnCompletionTimer>) {
for mut timer in &mut query {
if timer.tick(time.delta()).just_finished() {
info!("Entity timer just finished");
}
}
}
/// This system controls ticking the timer within the countdown resource and
/// handling its state.
fn countdown(time: Res<Time>, mut countdown: ResMut<Countdown>) {
countdown.main_timer.tick(time.delta());
// The API encourages this kind of timer state checking (if you're only checking for one value)
// Additionally, `finished()` would accomplish the same thing as `just_finished` due to the
// timer being repeating, however this makes more sense visually.
if countdown.percent_trigger.tick(time.delta()).just_finished() {
if !countdown.main_timer.finished() {
// Print the percent complete the main timer is.
info!(
"Timer is {:0.0}% complete!",
countdown.main_timer.percent() * 100.0
);
} else {
// The timer has finished so we pause the percent output timer
countdown.percent_trigger.pause();
info!("Paused percent trigger timer");
}
}
}