 992681b59b
			
		
	
	
		992681b59b
		
	
	
	
	
		
			
			*This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			175 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			175 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{ecs::event::Events, prelude::*};
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| 
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| #[derive(Component, Default)]
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| struct Enemy {
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|     hit_points: u32,
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|     score_value: u32,
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| }
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| 
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| struct EnemyDied(u32);
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| 
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| #[derive(Resource)]
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| struct Score(u32);
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| 
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| fn update_score(mut dead_enemies: EventReader<EnemyDied>, mut score: ResMut<Score>) {
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|     for value in dead_enemies.iter() {
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|         score.0 += value.0;
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|     }
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| }
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| 
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| fn despawn_dead_enemies(
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|     mut commands: Commands,
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|     mut dead_enemies: EventWriter<EnemyDied>,
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|     enemies: Query<(Entity, &Enemy)>,
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| ) {
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|     for (entity, enemy) in &enemies {
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|         if enemy.hit_points == 0 {
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|             commands.entity(entity).despawn_recursive();
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|             dead_enemies.send(EnemyDied(enemy.score_value));
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|         }
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|     }
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| }
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| 
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| fn hurt_enemies(mut enemies: Query<&mut Enemy>) {
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|     for mut enemy in &mut enemies {
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|         enemy.hit_points -= 1;
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|     }
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| }
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| 
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| fn spawn_enemy(mut commands: Commands, keyboard_input: Res<Input<KeyCode>>) {
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|     if keyboard_input.just_pressed(KeyCode::Space) {
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|         commands.spawn().insert(Enemy {
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|             hit_points: 5,
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|             score_value: 3,
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|         });
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|     }
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| }
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| 
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| #[test]
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| fn did_hurt_enemy() {
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|     // Setup app
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|     let mut app = App::new();
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| 
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|     // Add Score resource
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|     app.insert_resource(Score(0));
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| 
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|     // Add `EnemyDied` event
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|     app.add_event::<EnemyDied>();
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| 
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|     // Add our two systems
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|     app.add_system(hurt_enemies.before(despawn_dead_enemies));
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|     app.add_system(despawn_dead_enemies);
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| 
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|     // Setup test entities
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|     let enemy_id = app
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|         .world
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|         .spawn()
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|         .insert(Enemy {
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|             hit_points: 5,
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|             score_value: 3,
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|         })
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|         .id();
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| 
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|     // Run systems
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|     app.update();
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| 
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|     // Check resulting changes
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|     assert!(app.world.get::<Enemy>(enemy_id).is_some());
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|     assert_eq!(app.world.get::<Enemy>(enemy_id).unwrap().hit_points, 4);
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| }
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| 
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| #[test]
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| fn did_despawn_enemy() {
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|     // Setup app
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|     let mut app = App::new();
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| 
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|     // Add Score resource
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|     app.insert_resource(Score(0));
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| 
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|     // Add `EnemyDied` event
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|     app.add_event::<EnemyDied>();
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| 
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|     // Add our two systems
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|     app.add_system(hurt_enemies.before(despawn_dead_enemies));
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|     app.add_system(despawn_dead_enemies);
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| 
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|     // Setup test entities
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|     let enemy_id = app
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|         .world
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|         .spawn()
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|         .insert(Enemy {
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|             hit_points: 1,
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|             score_value: 1,
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|         })
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|         .id();
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| 
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|     // Run systems
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|     app.update();
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| 
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|     // Check enemy was despawned
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|     assert!(app.world.get::<Enemy>(enemy_id).is_none());
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| 
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|     // Get `EnemyDied` event reader
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|     let enemy_died_events = app.world.resource::<Events<EnemyDied>>();
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|     let mut enemy_died_reader = enemy_died_events.get_reader();
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|     let enemy_died = enemy_died_reader.iter(enemy_died_events).next().unwrap();
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| 
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|     // Check the event has been sent
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|     assert_eq!(enemy_died.0, 1);
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| }
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| 
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| #[test]
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| fn spawn_enemy_using_input_resource() {
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|     // Setup app
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|     let mut app = App::new();
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| 
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|     // Add our systems
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|     app.add_system(spawn_enemy);
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| 
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|     // Setup test resource
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|     let mut input = Input::<KeyCode>::default();
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|     input.press(KeyCode::Space);
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|     app.insert_resource(input);
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| 
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|     // Run systems
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|     app.update();
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| 
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|     // Check resulting changes, one entity has been spawned with `Enemy` component
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|     assert_eq!(app.world.query::<&Enemy>().iter(&app.world).len(), 1);
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| 
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|     // Clear the `just_pressed` status for all `KeyCode`s
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|     app.world.resource_mut::<Input<KeyCode>>().clear();
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| 
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|     // Run systems
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|     app.update();
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| 
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|     // Check resulting changes, no new entity has been spawned
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|     assert_eq!(app.world.query::<&Enemy>().iter(&app.world).len(), 1);
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| }
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| 
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| #[test]
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| fn update_score_on_event() {
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|     // Setup app
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|     let mut app = App::new();
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| 
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|     // Add Score resource
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|     app.insert_resource(Score(0));
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| 
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|     // Add `EnemyDied` event
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|     app.add_event::<EnemyDied>();
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| 
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|     // Add our systems
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|     app.add_system(update_score);
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| 
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|     // Send an `EnemyDied` event
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|     app.world
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|         .resource_mut::<Events<EnemyDied>>()
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|         .send(EnemyDied(3));
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| 
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|     // Run systems
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|     app.update();
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| 
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|     // Check resulting changes
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|     assert_eq!(app.world.resource::<Score>().0, 3);
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| }
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