# Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO
		
			
				
	
	
		
			66 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Renders an animated sprite by loading all animation frames from a single image (a sprite sheet)
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//! into a texture atlas, and changing the displayed image periodically.
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use bevy::prelude::*;
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
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        .add_startup_system(setup)
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        .add_system(animate_sprite)
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        .run();
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}
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#[derive(Component)]
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struct AnimationIndices {
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    first: usize,
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    last: usize,
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}
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#[derive(Component, Deref, DerefMut)]
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struct AnimationTimer(Timer);
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fn animate_sprite(
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    time: Res<Time>,
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    mut query: Query<(
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        &AnimationIndices,
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        &mut AnimationTimer,
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        &mut TextureAtlasSprite,
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    )>,
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) {
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    for (indices, mut timer, mut sprite) in &mut query {
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        timer.tick(time.delta());
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        if timer.just_finished() {
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            sprite.index = if sprite.index == indices.last {
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                indices.first
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            } else {
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                sprite.index + 1
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            };
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        }
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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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    asset_server: Res<AssetServer>,
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    mut texture_atlases: ResMut<Assets<TextureAtlas>>,
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) {
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    let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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    let texture_atlas =
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        TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1, None, None);
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    let texture_atlas_handle = texture_atlases.add(texture_atlas);
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    // Use only the subset of sprites in the sheet that make up the run animation
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    let animation_indices = AnimationIndices { first: 1, last: 6 };
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    commands.spawn(Camera2dBundle::default());
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    commands.spawn((
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        SpriteSheetBundle {
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            texture_atlas: texture_atlas_handle,
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            sprite: TextureAtlasSprite::new(animation_indices.first),
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            transform: Transform::from_scale(Vec3::splat(6.0)),
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            ..default()
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        },
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        animation_indices,
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        AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
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    ));
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}
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