
I'm opening this prematurely; consider this an RFC that predates RFCs and therefore not super-RFC-like. This PR does two "big" things: decouple run criteria from system sets, reimagine system sets as weapons of mass system description. ### What it lets us do: * Reuse run criteria within a stage. * Pipe output of one run criteria as input to another. * Assign labels, dependencies, run criteria, and ambiguity sets to many systems at the same time. ### Things already done: * Decoupled run criteria from system sets. * Mass system description superpowers to `SystemSet`. * Implemented `RunCriteriaDescriptor`. * Removed `VirtualSystemSet`. * Centralized all run criteria of `SystemStage`. * Extended system descriptors with per-system run criteria. * `.before()` and `.after()` for run criteria. * Explicit order between state driver and related run criteria. Fixes #1672. * Opt-in run criteria deduplication; default behavior is to panic. * Labels (not exposed) for state run criteria; state run criteria are deduplicated. ### API issues that need discussion: * [`FixedTimestep::step(1.0).label("my label")`](eaccf857cd/crates/bevy_ecs/src/schedule/run_criteria.rs (L120-L122)
) and [`FixedTimestep::step(1.0).with_label("my label")`](eaccf857cd/crates/bevy_core/src/time/fixed_timestep.rs (L86-L89)
) are both valid but do very different things. --- I will try to maintain this post up-to-date as things change. Do check the diffs in "edited" thingy from time to time. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
83 lines
2.9 KiB
Rust
83 lines
2.9 KiB
Rust
use bevy::{asset::LoadState, prelude::*, sprite::TextureAtlasBuilder};
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/// In this example we generate a new texture atlas (sprite sheet) from a folder containing
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/// individual sprites
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fn main() {
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App::build()
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.init_resource::<RpgSpriteHandles>()
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.add_plugins(DefaultPlugins)
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.add_state(AppState::Setup)
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.add_system_set(SystemSet::on_enter(AppState::Setup).with_system(load_textures.system()))
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.add_system_set(SystemSet::on_update(AppState::Setup).with_system(check_textures.system()))
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.add_system_set(SystemSet::on_enter(AppState::Finished).with_system(setup.system()))
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.run();
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}
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#[derive(Debug, Clone, PartialEq, Eq, Hash)]
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enum AppState {
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Setup,
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Finished,
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}
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#[derive(Default)]
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struct RpgSpriteHandles {
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handles: Vec<HandleUntyped>,
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}
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fn load_textures(mut rpg_sprite_handles: ResMut<RpgSpriteHandles>, asset_server: Res<AssetServer>) {
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rpg_sprite_handles.handles = asset_server.load_folder("textures/rpg").unwrap();
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}
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fn check_textures(
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mut state: ResMut<State<AppState>>,
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rpg_sprite_handles: ResMut<RpgSpriteHandles>,
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asset_server: Res<AssetServer>,
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) {
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if let LoadState::Loaded =
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asset_server.get_group_load_state(rpg_sprite_handles.handles.iter().map(|handle| handle.id))
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{
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state.set_next(AppState::Finished).unwrap();
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}
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}
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fn setup(
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mut commands: Commands,
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rpg_sprite_handles: Res<RpgSpriteHandles>,
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asset_server: Res<AssetServer>,
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mut texture_atlases: ResMut<Assets<TextureAtlas>>,
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mut textures: ResMut<Assets<Texture>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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let mut texture_atlas_builder = TextureAtlasBuilder::default();
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for handle in rpg_sprite_handles.handles.iter() {
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let texture = textures.get(handle).unwrap();
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texture_atlas_builder.add_texture(handle.clone_weak().typed::<Texture>(), texture);
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}
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let texture_atlas = texture_atlas_builder.finish(&mut textures).unwrap();
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let texture_atlas_texture = texture_atlas.texture.clone();
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let vendor_handle = asset_server.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png");
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let vendor_index = texture_atlas.get_texture_index(&vendor_handle).unwrap();
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let atlas_handle = texture_atlases.add(texture_atlas);
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// set up a scene to display our texture atlas
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commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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// draw a sprite from the atlas
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commands.spawn_bundle(SpriteSheetBundle {
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transform: Transform {
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translation: Vec3::new(150.0, 0.0, 0.0),
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scale: Vec3::splat(4.0),
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..Default::default()
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},
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sprite: TextureAtlasSprite::new(vendor_index as u32),
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texture_atlas: atlas_handle,
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..Default::default()
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});
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// draw the atlas itself
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commands.spawn_bundle(SpriteBundle {
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material: materials.add(texture_atlas_texture.into()),
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transform: Transform::from_xyz(-300.0, 0.0, 0.0),
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..Default::default()
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});
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}
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