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