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change_detection.rs
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change_detection.rs
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//! This example illustrates how to react to component and resource changes.
use bevy::prelude::*;
use rand::Rng;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(
change_component,
change_component_2,
change_resource,
change_detection,
),
)
.run();
}
#[derive(Component, PartialEq, Debug)]
struct MyComponent(f32);
#[derive(Resource, PartialEq, Debug)]
struct MyResource(f32);
fn setup(mut commands: Commands) {
// Note the first change detection log correctly points to this line because the component is
// added. Although commands are deferred, they are able to track the original calling location.
commands.spawn(MyComponent(0.0));
commands.insert_resource(MyResource(0.0));
}
fn change_component(time: Res<Time>, mut query: Query<(Entity, &mut MyComponent)>) {
for (entity, mut component) in &mut query {
if rand::thread_rng().gen_bool(0.1) {
let new_component = MyComponent(time.elapsed_secs().round());
info!("New value: {new_component:?} {entity:?}");
// Change detection occurs on mutable dereference, and does not consider whether or not
// a value is actually equal. To avoid triggering change detection when nothing has
// actually changed, you can use the `set_if_neq` method on any component or resource
// that implements PartialEq.
component.set_if_neq(new_component);
}
}
}
/// This is a duplicate of the `change_component` system, added to show that change tracking can
/// help you find *where* your component is being changed, when there are multiple possible
/// locations.
fn change_component_2(time: Res<Time>, mut query: Query<(Entity, &mut MyComponent)>) {
for (entity, mut component) in &mut query {
if rand::thread_rng().gen_bool(0.1) {
let new_component = MyComponent(time.elapsed_secs().round());
info!("New value: {new_component:?} {entity:?}");
component.set_if_neq(new_component);
}
}
}
/// Change detection concepts for components apply similarly to resources.
fn change_resource(time: Res<Time>, mut my_resource: ResMut<MyResource>) {
if rand::thread_rng().gen_bool(0.1) {
let new_resource = MyResource(time.elapsed_secs().round());
info!("New value: {new_resource:?}");
my_resource.set_if_neq(new_resource);
}
}
/// Query filters like [`Changed<T>`] and [`Added<T>`] ensure only entities matching these filters
/// will be returned by the query.
///
/// Using the [`Ref<T>`] system param allows you to access change detection information, but does
/// not filter the query.
fn change_detection(
changed_components: Query<Ref<MyComponent>, Changed<MyComponent>>,
my_resource: Res<MyResource>,
) {
for component in &changed_components {
// By default, you can only tell that a component was changed.
//
// This is useful, but what if you have multiple systems modifying the same component, how
// will you know which system is causing the component to change?
warn!(
"Change detected!\n\t-> value: {:?}\n\t-> added: {}\n\t-> changed: {}\n\t-> changed by: {}",
component,
component.is_added(),
component.is_changed(),
// If you enable the `track_change_detection` feature, you can unlock the `changed_by()`
// method. It returns the file and line number that the component or resource was
// changed in. It's not recommended for released games, but great for debugging!
component.changed_by()
);
}
if my_resource.is_changed() {
warn!(
"Change detected!\n\t-> value: {:?}\n\t-> added: {}\n\t-> changed: {}\n\t-> changed by: {}",
my_resource,
my_resource.is_added(),
my_resource.is_changed(),
my_resource.changed_by() // Like components, requires `track_change_detection` feature.
);
}
}