 42e6dc8987
			
		
	
	
		42e6dc8987
		
			
		
	
	
	
	
		
			
			# Objective - The current `EventReader::iter` has been determined to cause confusion among new Bevy users. It was suggested by @JoJoJet to rename the method to better clarify its usage. - Solves #9624 ## Solution - Rename `EventReader::iter` to `EventReader::read`. - Rename `EventReader::iter_with_id` to `EventReader::read_with_id`. - Rename `ManualEventReader::iter` to `ManualEventReader::read`. - Rename `ManualEventReader::iter_with_id` to `ManualEventReader::read_with_id`. --- ## Changelog - `EventReader::iter` has been renamed to `EventReader::read`. - `EventReader::iter_with_id` has been renamed to `EventReader::read_with_id`. - `ManualEventReader::iter` has been renamed to `ManualEventReader::read`. - `ManualEventReader::iter_with_id` has been renamed to `ManualEventReader::read_with_id`. - Deprecated `EventReader::iter` - Deprecated `EventReader::iter_with_id` - Deprecated `ManualEventReader::iter` - Deprecated `ManualEventReader::iter_with_id` ## Migration Guide - Existing usages of `EventReader::iter` and `EventReader::iter_with_id` will have to be changed to `EventReader::read` and `EventReader::read_with_id` respectively. - Existing usages of `ManualEventReader::iter` and `ManualEventReader::iter_with_id` will have to be changed to `ManualEventReader::read` and `ManualEventReader::read_with_id` respectively.
		
			
				
	
	
		
			62 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			62 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy_ecs::prelude::*;
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| 
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| // In this example a system sends a custom event with a 50/50 chance during any frame.
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| // If an event was send, it will be printed by the console in a receiving system.
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| fn main() {
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|     // Create a new empty world and add the event as a resource
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|     let mut world = World::new();
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|     world.insert_resource(Events::<MyEvent>::default());
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| 
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|     // Create a schedule to store our systems
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|     let mut schedule = Schedule::default();
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| 
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|     // Events need to be updated in every frame in order to clear our buffers.
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|     // This update should happen before we use the events.
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|     // Here, we use system sets to control the ordering.
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|     #[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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|     pub struct FlushEvents;
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| 
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|     schedule.add_systems(Events::<MyEvent>::update_system.in_set(FlushEvents));
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| 
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|     // Add systems sending and receiving events after the events are flushed.
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|     schedule.add_systems((
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|         sending_system.after(FlushEvents),
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|         receiving_system.after(sending_system),
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|     ));
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| 
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|     // Simulate 10 frames of our world
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|     for iteration in 1..=10 {
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|         println!("Simulating frame {iteration}/10");
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|         schedule.run(&mut world);
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|     }
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| }
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| 
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| // This is our event that we will send and receive in systems
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| #[derive(Event)]
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| struct MyEvent {
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|     pub message: String,
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|     pub random_value: f32,
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| }
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| 
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| // In every frame we will send an event with a 50/50 chance
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| fn sending_system(mut event_writer: EventWriter<MyEvent>) {
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|     let random_value: f32 = rand::random();
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|     if random_value > 0.5 {
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|         event_writer.send(MyEvent {
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|             message: "A random event with value > 0.5".to_string(),
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|             random_value,
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|         });
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|     }
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| }
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| 
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| // This system listens for events of the type MyEvent
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| // If an event is received it will be printed to the console
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| fn receiving_system(mut event_reader: EventReader<MyEvent>) {
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|     for my_event in event_reader.read() {
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|         println!(
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|             "    Received message {:?}, with random value of {}",
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|             my_event.message, my_event.random_value
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|         );
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|     }
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| }
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