 7d712406fe
			
		
	
	
		7d712406fe
		
	
	
	
	
		
			
			# Objective When using empty events, it can feel redundant to have to specify the type of the event when sending it. ## Solution Add a new `fire()` function that sends the default value of the event. This requires that the event derives Default. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			63 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			63 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::prelude::*;
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| 
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| /// This example creates a new event, a system that triggers the event once per second,
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| /// and a system that prints a message whenever the event is received.
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_event::<MyEvent>()
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|         .add_event::<PlaySound>()
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|         .init_resource::<EventTriggerState>()
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|         .add_system(event_trigger)
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|         .add_system(event_listener)
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|         .add_system(sound_player)
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|         .run();
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| }
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| 
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| struct MyEvent {
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|     pub message: String,
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| }
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| 
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| #[derive(Default)]
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| struct PlaySound;
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| 
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| struct EventTriggerState {
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|     event_timer: Timer,
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| }
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| 
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| impl Default for EventTriggerState {
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|     fn default() -> Self {
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|         EventTriggerState {
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|             event_timer: Timer::from_seconds(1.0, true),
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|         }
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|     }
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| }
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| 
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| // sends MyEvent and PlaySound every second
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| fn event_trigger(
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|     time: Res<Time>,
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|     mut state: ResMut<EventTriggerState>,
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|     mut my_events: EventWriter<MyEvent>,
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|     mut play_sound_events: EventWriter<PlaySound>,
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| ) {
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|     if state.event_timer.tick(time.delta()).finished() {
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|         my_events.send(MyEvent {
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|             message: "MyEvent just happened!".to_string(),
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|         });
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|         play_sound_events.send_default();
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|     }
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| }
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| 
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| // prints events as they come in
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| fn event_listener(mut events: EventReader<MyEvent>) {
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|     for my_event in events.iter() {
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|         info!("{}", my_event.message);
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|     }
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| }
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| 
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| fn sound_player(mut play_sound_events: EventReader<PlaySound>) {
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|     for _ in play_sound_events.iter() {
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|         info!("Playing a sound");
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|     }
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| }
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