Trait bevy::ecs::schedule::IntoSystemConfigs
source · pub trait IntoSystemConfigs<Marker>: Sized {
// Required method
fn into_configs(self) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>;
// Provided methods
fn in_set(
self,
set: impl SystemSet
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>> { ... }
fn before<M>(
self,
set: impl IntoSystemSet<M>
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>> { ... }
fn after<M>(
self,
set: impl IntoSystemSet<M>
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>> { ... }
fn before_ignore_deferred<M>(
self,
set: impl IntoSystemSet<M>
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>> { ... }
fn after_ignore_deferred<M>(
self,
set: impl IntoSystemSet<M>
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>> { ... }
fn distributive_run_if<M>(
self,
condition: impl Condition<M> + Clone
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>> { ... }
fn run_if<M>(
self,
condition: impl Condition<M>
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>> { ... }
fn ambiguous_with<M>(
self,
set: impl IntoSystemSet<M>
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>> { ... }
fn ambiguous_with_all(
self
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>> { ... }
fn chain(self) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>> { ... }
fn chain_ignore_deferred(
self
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>> { ... }
}
Expand description
Types that can convert into a SystemConfigs
.
This trait is implemented for “systems” (functions whose arguments all implement
SystemParam
), or tuples thereof.
It is a common entry point for system configurations.
§Examples
fn handle_input() {}
fn update_camera() {}
fn update_character() {}
app.add_systems(
Update,
(
handle_input,
(update_camera, update_character).after(handle_input)
)
);
Required Methods§
sourcefn into_configs(self) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
fn into_configs(self) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
Convert into a SystemConfigs
.
Provided Methods§
sourcefn in_set(
self,
set: impl SystemSet
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
fn in_set( self, set: impl SystemSet ) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
Add these systems to the provided set
.
Examples found in repository?
More examples
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fn build(&self, app: &mut App) {
app.add_plugins(ExtractComponentPlugin::<InstanceMaterialData>::default());
app.sub_app_mut(RenderApp)
.add_render_command::<Transparent3d, DrawCustom>()
.init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
.add_systems(
Render,
(
queue_custom.in_set(RenderSet::QueueMeshes),
prepare_instance_buffers.in_set(RenderSet::PrepareResources),
),
);
}
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fn build(&self, app: &mut App) {
// Extract the game of life image resource from the main world into the render world
// for operation on by the compute shader and display on the sprite.
app.add_plugins(ExtractResourcePlugin::<GameOfLifeImage>::default());
let render_app = app.sub_app_mut(RenderApp);
render_app.add_systems(
Render,
prepare_bind_group.in_set(RenderSet::PrepareBindGroups),
);
let mut render_graph = render_app.world.resource_mut::<RenderGraph>();
render_graph.add_node(GameOfLifeLabel, GameOfLifeNode::default());
render_graph.add_node_edge(GameOfLifeLabel, bevy::render::graph::CameraDriverLabel);
}
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fn build(&self, app: &mut App) {
// Load our custom shader
let mut shaders = app.world.resource_mut::<Assets<Shader>>();
shaders.insert(
COLORED_MESH2D_SHADER_HANDLE,
Shader::from_wgsl(COLORED_MESH2D_SHADER, file!()),
);
// Register our custom draw function, and add our render systems
app.get_sub_app_mut(RenderApp)
.unwrap()
.add_render_command::<Transparent2d, DrawColoredMesh2d>()
.init_resource::<SpecializedRenderPipelines<ColoredMesh2dPipeline>>()
.add_systems(
ExtractSchedule,
extract_colored_mesh2d.after(extract_mesh2d),
)
.add_systems(Render, queue_colored_mesh2d.in_set(RenderSet::QueueMeshes));
}
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fn main() {
// Bevy apps are created using the builder pattern. We use the builder to add systems,
// resources, and plugins to our app
App::new()
// Resources that implement the Default or FromWorld trait can be added like this:
.init_resource::<GameState>()
// Plugins are just a grouped set of app builder calls (just like we're doing here).
// We could easily turn our game into a plugin, but you can check out the plugin example for
// that :) The plugin below runs our app's "system schedule" once every 5 seconds.
.add_plugins(ScheduleRunnerPlugin::run_loop(Duration::from_secs(5)))
// `Startup` systems run exactly once BEFORE all other systems. These are generally used for
// app initialization code (ex: adding entities and resources)
.add_systems(Startup, startup_system)
// `Update` systems run once every update. These are generally used for "real-time app logic"
.add_systems(Update, print_message_system)
// SYSTEM EXECUTION ORDER
//
// Each system belongs to a `Schedule`, which controls the execution strategy and broad order
// of the systems within each tick. The `Startup` schedule holds
// startup systems, which are run a single time before `Update` runs. `Update` runs once per app update,
// which is generally one "frame" or one "tick".
//
// By default, all systems in a `Schedule` run in parallel, except when they require mutable access to a
// piece of data. This is efficient, but sometimes order matters.
// For example, we want our "game over" system to execute after all other systems to ensure
// we don't accidentally run the game for an extra round.
//
// You can force an explicit ordering between systems using the `.before` or `.after` methods.
// Systems will not be scheduled until all of the systems that they have an "ordering dependency" on have
// completed.
// There are other schedules, such as `Last` which runs at the very end of each run.
.add_systems(Last, print_at_end_round)
// We can also create new system sets, and order them relative to other system sets.
// Here is what our games execution order will look like:
// "before_round": new_player_system, new_round_system
// "round": print_message_system, score_system
// "after_round": score_check_system, game_over_system
.configure_sets(
Update,
// chain() will ensure sets run in the order they are listed
(MySet::BeforeRound, MySet::Round, MySet::AfterRound).chain(),
)
// The add_systems function is powerful. You can define complex system configurations with ease!
.add_systems(
Update,
(
// These `BeforeRound` systems will run before `Round` systems, thanks to the chained set configuration
(
// You can also chain systems! new_round_system will run first, followed by new_player_system
(new_round_system, new_player_system).chain(),
exclusive_player_system,
)
// All of the systems in the tuple above will be added to this set
.in_set(MySet::BeforeRound),
// This `Round` system will run after the `BeforeRound` systems thanks to the chained set configuration
score_system.in_set(MySet::Round),
// These `AfterRound` systems will run after the `Round` systems thanks to the chained set configuration
(
score_check_system,
// In addition to chain(), you can also use `before(system)` and `after(system)`. This also works
// with sets!
game_over_system.after(score_check_system),
)
.in_set(MySet::AfterRound),
),
)
// This call to run() starts the app we just built!
.run();
}
sourcefn before<M>(
self,
set: impl IntoSystemSet<M>
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
fn before<M>( self, set: impl IntoSystemSet<M> ) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
Runs before all systems in set
. If self
has any systems that produce Commands
or other Deferred
operations, all systems in set
will see their effect.
If automatically inserting apply_deferred
like
this isn’t desired, use before_ignore_deferred
instead.
Note: The given set is not implicitly added to the schedule when this system set is added. It is safe, but no dependencies will be created.
sourcefn after<M>(
self,
set: impl IntoSystemSet<M>
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
fn after<M>( self, set: impl IntoSystemSet<M> ) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
Run after all systems in set
. If set
has any systems that produce Commands
or other Deferred
operations, all systems in self
will see their effect.
If automatically inserting apply_deferred
like
this isn’t desired, use after_ignore_deferred
instead.
Note: The given set is not implicitly added to the schedule when this system set is added. It is safe, but no dependencies will be created.
Examples found in repository?
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fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(CameraControllerPlugin)
.add_systems(Startup, setup)
.add_systems(
Update,
(
cycle_cubemap_asset,
asset_loaded.after(cycle_cubemap_asset),
animate_light_direction,
),
)
.run();
}
More examples
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fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(TextSettings {
allow_dynamic_font_size: true,
..default()
})
.insert_resource(TargetScale {
start_scale: 1.0,
target_scale: 1.0,
target_time: Timer::new(Duration::from_millis(SCALE_TIME), TimerMode::Once),
})
.add_systems(Startup, setup)
.add_systems(
Update,
(change_scaling, apply_scaling.after(change_scaling)),
)
.run();
}
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fn main() {
// Create the app.
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<AppStatus>()
.init_resource::<Cubemaps>()
.add_systems(Startup, setup)
.add_systems(PreUpdate, add_environment_map_to_camera)
.add_systems(Update, change_reflection_type)
.add_systems(Update, toggle_rotation)
.add_systems(
Update,
rotate_camera
.after(toggle_rotation)
.after(change_reflection_type),
)
.add_systems(Update, update_text.after(rotate_camera))
.run();
}
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fn build(&self, app: &mut App) {
// Load our custom shader
let mut shaders = app.world.resource_mut::<Assets<Shader>>();
shaders.insert(
COLORED_MESH2D_SHADER_HANDLE,
Shader::from_wgsl(COLORED_MESH2D_SHADER, file!()),
);
// Register our custom draw function, and add our render systems
app.get_sub_app_mut(RenderApp)
.unwrap()
.add_render_command::<Transparent2d, DrawColoredMesh2d>()
.init_resource::<SpecializedRenderPipelines<ColoredMesh2dPipeline>>()
.add_systems(
ExtractSchedule,
extract_colored_mesh2d.after(extract_mesh2d),
)
.add_systems(Render, queue_colored_mesh2d.in_set(RenderSet::QueueMeshes));
}
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fn main() {
App::new()
// Since this is also used as a benchmark, we want it to display performance data.
.add_plugins((
LogDiagnosticsPlugin::default(),
FrameTimeDiagnosticsPlugin,
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
present_mode: PresentMode::AutoNoVsync,
resolution: WindowResolution::new(1920.0, 1080.0)
.with_scale_factor_override(1.0),
..default()
}),
..default()
}),
))
.insert_resource(WinitSettings {
focused_mode: UpdateMode::Continuous,
unfocused_mode: UpdateMode::Continuous,
})
.add_systems(Startup, setup)
.add_systems(
Update,
(
animate_sprite,
print_sprite_count,
move_camera.after(print_sprite_count),
),
)
.run();
}
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fn main() {
App::new()
.insert_resource(ColorTint(
std::env::args().nth(1).unwrap_or_default() == "--colored",
))
// Since this is also used as a benchmark, we want it to display performance data.
.add_plugins((
LogDiagnosticsPlugin::default(),
FrameTimeDiagnosticsPlugin,
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
present_mode: PresentMode::AutoNoVsync,
resolution: WindowResolution::new(1920.0, 1080.0)
.with_scale_factor_override(1.0),
..default()
}),
..default()
}),
))
.insert_resource(WinitSettings {
focused_mode: UpdateMode::Continuous,
unfocused_mode: UpdateMode::Continuous,
})
.add_systems(Startup, setup)
.add_systems(
Update,
(print_sprite_count, move_camera.after(print_sprite_count)),
)
.run();
}
sourcefn before_ignore_deferred<M>(
self,
set: impl IntoSystemSet<M>
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
fn before_ignore_deferred<M>( self, set: impl IntoSystemSet<M> ) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
Run before all systems in set
.
Unlike before
, this will not cause the systems in
set
to wait for the deferred effects of self
to be applied.
sourcefn after_ignore_deferred<M>(
self,
set: impl IntoSystemSet<M>
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
fn after_ignore_deferred<M>( self, set: impl IntoSystemSet<M> ) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
Run after all systems in set
.
Unlike after
, this will not wait for the deferred
effects of systems in set
to be applied.
sourcefn distributive_run_if<M>(
self,
condition: impl Condition<M> + Clone
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
fn distributive_run_if<M>( self, condition: impl Condition<M> + Clone ) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
Add a run condition to each contained system.
Each system will receive its own clone of the Condition
and will only run
if the Condition
is true.
Each individual condition will be evaluated at most once (per schedule run), right before the corresponding system prepares to run.
This is equivalent to calling run_if
on each individual
system, as shown below:
schedule.add_systems((a, b).distributive_run_if(condition));
schedule.add_systems((a.run_if(condition), b.run_if(condition)));
§Note
Because the conditions are evaluated separately for each system, there is no guarantee that all evaluations in a single schedule run will yield the same result. If another system is run inbetween two evaluations it could cause the result of the condition to change.
Use run_if
on a SystemSet
if you want to make sure
that either all or none of the systems are run, or you don’t want to evaluate the run
condition for each contained system separately.
sourcefn run_if<M>(
self,
condition: impl Condition<M>
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
fn run_if<M>( self, condition: impl Condition<M> ) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
Run the systems only if the Condition
is true
.
The Condition
will be evaluated at most once (per schedule run),
the first time a system in this set prepares to run.
If this set contains more than one system, calling run_if
is equivalent to adding each
system to a common set and configuring the run condition on that set, as shown below:
§Examples
schedule.add_systems((a, b).run_if(condition));
schedule.add_systems((a, b).in_set(C)).configure_sets(C.run_if(condition));
§Note
Because the condition will only be evaluated once, there is no guarantee that the condition is upheld after the first system has run. You need to make sure that no other systems that could invalidate the condition are scheduled inbetween the first and last run system.
Use distributive_run_if
if you want the
condition to be evaluated for each individual system, right before one is run.
Examples found in repository?
More examples
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pub fn splash_plugin(app: &mut App) {
// As this plugin is managing the splash screen, it will focus on the state `GameState::Splash`
app
// When entering the state, spawn everything needed for this screen
.add_systems(OnEnter(GameState::Splash), splash_setup)
// While in this state, run the `countdown` system
.add_systems(Update, countdown.run_if(in_state(GameState::Splash)))
// When exiting the state, despawn everything that was spawned for this screen
.add_systems(OnExit(GameState::Splash), despawn_screen::<OnSplashScreen>);
}
// Tag component used to tag entities added on the splash screen
#[derive(Component)]
struct OnSplashScreen;
// Newtype to use a `Timer` for this screen as a resource
#[derive(Resource, Deref, DerefMut)]
struct SplashTimer(Timer);
fn splash_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let icon = asset_server.load("branding/icon.png");
// Display the logo
commands
.spawn((
NodeBundle {
style: Style {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
..default()
},
OnSplashScreen,
))
.with_children(|parent| {
parent.spawn(ImageBundle {
style: Style {
// This will set the logo to be 200px wide, and auto adjust its height
width: Val::Px(200.0),
..default()
},
image: UiImage::new(icon),
..default()
});
});
// Insert the timer as a resource
commands.insert_resource(SplashTimer(Timer::from_seconds(1.0, TimerMode::Once)));
}
// Tick the timer, and change state when finished
fn countdown(
mut game_state: ResMut<NextState<GameState>>,
time: Res<Time>,
mut timer: ResMut<SplashTimer>,
) {
if timer.tick(time.delta()).finished() {
game_state.set(GameState::Menu);
}
}
}
mod game {
use bevy::prelude::*;
use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};
// This plugin will contain the game. In this case, it's just be a screen that will
// display the current settings for 5 seconds before returning to the menu
pub fn game_plugin(app: &mut App) {
app.add_systems(OnEnter(GameState::Game), game_setup)
.add_systems(Update, game.run_if(in_state(GameState::Game)))
.add_systems(OnExit(GameState::Game), despawn_screen::<OnGameScreen>);
}
// Tag component used to tag entities added on the game screen
#[derive(Component)]
struct OnGameScreen;
#[derive(Resource, Deref, DerefMut)]
struct GameTimer(Timer);
fn game_setup(
mut commands: Commands,
display_quality: Res<DisplayQuality>,
volume: Res<Volume>,
) {
commands
.spawn((
NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
// center children
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
},
OnGameScreen,
))
.with_children(|parent| {
// First create a `NodeBundle` for centering what we want to display
parent
.spawn(NodeBundle {
style: Style {
// This will display its children in a column, from top to bottom
flex_direction: FlexDirection::Column,
// `align_items` will align children on the cross axis. Here the main axis is
// vertical (column), so the cross axis is horizontal. This will center the
// children
align_items: AlignItems::Center,
..default()
},
background_color: Color::BLACK.into(),
..default()
})
.with_children(|parent| {
// Display two lines of text, the second one with the current settings
parent.spawn(
TextBundle::from_section(
"Will be back to the menu shortly...",
TextStyle {
font_size: 80.0,
color: TEXT_COLOR,
..default()
},
)
.with_style(Style {
margin: UiRect::all(Val::Px(50.0)),
..default()
}),
);
parent.spawn(
TextBundle::from_sections([
TextSection::new(
format!("quality: {:?}", *display_quality),
TextStyle {
font_size: 60.0,
color: Color::BLUE,
..default()
},
),
TextSection::new(
" - ",
TextStyle {
font_size: 60.0,
color: TEXT_COLOR,
..default()
},
),
TextSection::new(
format!("volume: {:?}", *volume),
TextStyle {
font_size: 60.0,
color: Color::GREEN,
..default()
},
),
])
.with_style(Style {
margin: UiRect::all(Val::Px(50.0)),
..default()
}),
);
});
});
// Spawn a 5 seconds timer to trigger going back to the menu
commands.insert_resource(GameTimer(Timer::from_seconds(5.0, TimerMode::Once)));
}
// Tick the timer, and change state when finished
fn game(
time: Res<Time>,
mut game_state: ResMut<NextState<GameState>>,
mut timer: ResMut<GameTimer>,
) {
if timer.tick(time.delta()).finished() {
game_state.set(GameState::Menu);
}
}
}
mod menu {
use bevy::{app::AppExit, prelude::*};
use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};
// This plugin manages the menu, with 5 different screens:
// - a main menu with "New Game", "Settings", "Quit"
// - a settings menu with two submenus and a back button
// - two settings screen with a setting that can be set and a back button
pub fn menu_plugin(app: &mut App) {
app
// At start, the menu is not enabled. This will be changed in `menu_setup` when
// entering the `GameState::Menu` state.
// Current screen in the menu is handled by an independent state from `GameState`
.init_state::<MenuState>()
.add_systems(OnEnter(GameState::Menu), menu_setup)
// Systems to handle the main menu screen
.add_systems(OnEnter(MenuState::Main), main_menu_setup)
.add_systems(OnExit(MenuState::Main), despawn_screen::<OnMainMenuScreen>)
// Systems to handle the settings menu screen
.add_systems(OnEnter(MenuState::Settings), settings_menu_setup)
.add_systems(
OnExit(MenuState::Settings),
despawn_screen::<OnSettingsMenuScreen>,
)
// Systems to handle the display settings screen
.add_systems(
OnEnter(MenuState::SettingsDisplay),
display_settings_menu_setup,
)
.add_systems(
Update,
(setting_button::<DisplayQuality>.run_if(in_state(MenuState::SettingsDisplay)),),
)
.add_systems(
OnExit(MenuState::SettingsDisplay),
despawn_screen::<OnDisplaySettingsMenuScreen>,
)
// Systems to handle the sound settings screen
.add_systems(OnEnter(MenuState::SettingsSound), sound_settings_menu_setup)
.add_systems(
Update,
setting_button::<Volume>.run_if(in_state(MenuState::SettingsSound)),
)
.add_systems(
OnExit(MenuState::SettingsSound),
despawn_screen::<OnSoundSettingsMenuScreen>,
)
// Common systems to all screens that handles buttons behavior
.add_systems(
Update,
(menu_action, button_system).run_if(in_state(GameState::Menu)),
);
}
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fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_state::<AppState>()
.add_systems(Startup, setup_system)
.add_systems(
Update,
(
print_text_system,
transition_to_in_game_system.run_if(in_state(AppState::MainMenu)),
),
)
// Cleanup systems.
// Pass in the types your system should operate on using the ::<T> (turbofish) syntax
.add_systems(OnExit(AppState::MainMenu), cleanup_system::<MenuClose>)
.add_systems(OnExit(AppState::InGame), cleanup_system::<LevelUnload>)
.run();
}
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fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_state::<Test>()
.add_systems(Startup, setup)
.add_systems(
Update,
(update_text, spin, update_volumes, update_test_state),
)
.add_systems(
PostUpdate,
(
render_shapes,
(
aabb_intersection_system.run_if(in_state(Test::AabbSweep)),
circle_intersection_system.run_if(in_state(Test::CircleSweep)),
ray_cast_system.run_if(in_state(Test::RayCast)),
aabb_cast_system.run_if(in_state(Test::AabbCast)),
bounding_circle_cast_system.run_if(in_state(Test::CircleCast)),
),
render_volumes,
)
.chain(),
)
.run();
}
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fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(
move_virtual_time_sprites,
move_real_time_sprites,
toggle_pause.run_if(input_just_pressed(KeyCode::Space)),
change_time_speed::<1>.run_if(input_just_pressed(KeyCode::ArrowUp)),
change_time_speed::<-1>.run_if(input_just_pressed(KeyCode::ArrowDown)),
(update_virtual_time_info_text, update_real_time_info_text)
// update the texts on a timer to make them more readable
// `on_timer` run condition uses `Virtual` time meaning it's scaled
// and would result in the UI updating at different intervals based
// on `Time<Virtual>::relative_speed` and `Time<Virtual>::is_paused()`
.run_if(on_real_timer(Duration::from_millis(250))),
),
)
.run();
}
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fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<Game>()
.insert_resource(BonusSpawnTimer(Timer::from_seconds(
5.0,
TimerMode::Repeating,
)))
.init_state::<GameState>()
.add_systems(Startup, setup_cameras)
.add_systems(OnEnter(GameState::Playing), setup)
.add_systems(
Update,
(
move_player,
focus_camera,
rotate_bonus,
scoreboard_system,
spawn_bonus,
)
.run_if(in_state(GameState::Playing)),
)
.add_systems(OnExit(GameState::Playing), teardown)
.add_systems(OnEnter(GameState::GameOver), display_score)
.add_systems(
Update,
(
gameover_keyboard.run_if(in_state(GameState::GameOver)),
bevy::window::close_on_esc,
),
)
.add_systems(OnExit(GameState::GameOver), teardown)
.run();
}
sourcefn ambiguous_with<M>(
self,
set: impl IntoSystemSet<M>
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
fn ambiguous_with<M>( self, set: impl IntoSystemSet<M> ) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
Suppress warnings and errors that would result from these systems having ambiguities
(conflicting access but indeterminate order) with systems in set
.
Examples found in repository?
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fn main() {
App::new()
// We can modify the reporting strategy for system execution order ambiguities on a per-schedule basis.
// You must do this for each schedule you want to inspect; child schedules executed within an inspected
// schedule do not inherit this modification.
.edit_schedule(Update, |schedule| {
schedule.set_build_settings(ScheduleBuildSettings {
ambiguity_detection: LogLevel::Warn,
..default()
});
})
.init_resource::<A>()
.init_resource::<B>()
.add_systems(
Update,
(
// This pair of systems has an ambiguous order,
// as their data access conflicts, and there's no order between them.
reads_a,
writes_a,
// This pair of systems has conflicting data access,
// but it's resolved with an explicit ordering:
// the .after relationship here means that we will always double after adding.
adds_one_to_b,
doubles_b.after(adds_one_to_b),
// This system isn't ambiguous with adds_one_to_b,
// due to the transitive ordering created by our constraints:
// if A is before B is before C, then A must be before C as well.
reads_b.after(doubles_b),
// This system will conflict with all of our writing systems
// but we've silenced its ambiguity with adds_one_to_b.
// This should only be done in the case of clear false positives:
// leave a comment in your code justifying the decision!
reads_a_and_b.ambiguous_with(adds_one_to_b),
),
)
// Be mindful, internal ambiguities are reported too!
// If there are any ambiguities due solely to DefaultPlugins,
// or between DefaultPlugins and any of your third party plugins,
// please file a bug with the repo responsible!
// Only *you* can prevent nondeterministic bugs due to greedy parallelism.
.add_plugins(DefaultPlugins)
.run();
}
sourcefn ambiguous_with_all(self) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
fn ambiguous_with_all(self) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
Suppress warnings and errors that would result from these systems having ambiguities (conflicting access but indeterminate order) with any other system.
sourcefn chain(self) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
fn chain(self) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
Treat this collection as a sequence of systems.
Ordering constraints will be applied between the successive elements.
If the preceeding node on a edge has deferred parameters, a apply_deferred
will be inserted on the edge. If this behavior is not desired consider using
chain_ignore_deferred
instead.
Examples found in repository?
More examples
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fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(
move_cube,
rotate_cube,
scale_down_sphere_proportional_to_cube_travel_distance,
)
.chain(),
)
.run();
}
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fn main() {
App::new()
.add_systems(Startup, spawn)
.add_systems(
Update,
(
print_components_read_only,
print_components_iter_mut,
print_components_iter,
print_components_tuple,
)
.chain(),
)
.run();
}
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fn main() {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_event::<DebugEvent>()
.add_event::<A>()
.add_event::<B>()
.add_systems(Update, read_and_write_different_event_types)
.add_systems(
Update,
(
send_events,
debug_events,
send_and_receive_param_set,
debug_events,
send_and_receive_manual_event_reader,
debug_events,
)
.chain(),
);
// We're just going to run a few frames, so we can see and understand the output.
app.update();
// By running for longer than one frame, we can see that we're caching our cursor in the event queue properly.
app.update();
}
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fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_state::<Test>()
.add_systems(Startup, setup)
.add_systems(
Update,
(update_text, spin, update_volumes, update_test_state),
)
.add_systems(
PostUpdate,
(
render_shapes,
(
aabb_intersection_system.run_if(in_state(Test::AabbSweep)),
circle_intersection_system.run_if(in_state(Test::CircleSweep)),
ray_cast_system.run_if(in_state(Test::RayCast)),
aabb_cast_system.run_if(in_state(Test::AabbCast)),
bounding_circle_cast_system.run_if(in_state(Test::CircleCast)),
),
render_volumes,
)
.chain(),
)
.run();
}
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fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(
stepping::SteppingPlugin::default()
.add_schedule(Update)
.add_schedule(FixedUpdate)
.at(Val::Percent(35.0), Val::Percent(50.0)),
)
.insert_resource(Scoreboard { score: 0 })
.insert_resource(ClearColor(BACKGROUND_COLOR))
.add_event::<CollisionEvent>()
.add_systems(Startup, setup)
// Add our gameplay simulation systems to the fixed timestep schedule
// which runs at 64 Hz by default
.add_systems(
FixedUpdate,
(
apply_velocity,
move_paddle,
check_for_collisions,
play_collision_sound,
)
// `chain`ing systems together runs them in order
.chain(),
)
.add_systems(Update, (update_scoreboard, bevy::window::close_on_esc))
.run();
}
sourcefn chain_ignore_deferred(
self
) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
fn chain_ignore_deferred( self ) -> NodeConfigs<Box<dyn System<In = (), Out = ()>>>
Treat this collection as a sequence of systems.
Ordering constraints will be applied between the successive elements.
Unlike chain
this will not add apply_deferred
on the edges.