|bevy vewsion:|0.14|(cuwwent)| |---|---|---|
commands
wewevant officiaw exampwes:
ecs_guide
.
use Commands
to spawn/despawn entities, ^•ﻌ•^ add/wemove c-components o-on existing
entities, (ꈍᴗꈍ) manage wesouwces, ^•ﻌ•^ fwom y-youw systems.
fn spawn_things(
mut commands: c-commands, 😳😳😳
) {
// m-manage wesouwces
c-commands.insewt_wesouwce(mywesouwce::new());
c-commands.wemove_wesouwce::<mywesouwce>();
// cweate a-a nyew entity u-using `spawn`, mya
// p-pwoviding t-the data fow the components it shouwd have
// (typicawwy using a bundwe)
commands.spawn(pwayewbundwe {
n-nyame: pwayewname("henwy".into()),
xp: pwayewxp(1000), 😳
h-heawth: heawth {
hp: 100.0, -.- extwa: 20.0
}, 🥺
_p: p-pwayew, o.O
spwite: defauwt::defauwt(), /(^•ω•^)
});
// you can u-use a tupwe if you nyeed additionaw c-components o-ow bundwes
// (tupwes of component and bundwe types awe considewed bundwes)
// (note t-the extwa pawentheses)
wet my_entity_id = commands.spawn((
// add some c-components
componenta, nyaa~~
c-componentb::defauwt(),
// a-add some b-bundwes
m-mybundwe::defauwt(), nyaa~~
twansfowmbundwe::defauwt(), :3
)).id(); // get the entity (id) by c-cawwing `.id()` at the end
// add/wemove c-components of an existing entity
commands.entity(my_entity_id)
.insewt(componentc::defauwt())
.wemove::<componenta>()
.wemove::<(componentb, 😳😳😳 mybundwe)>();
// wemove evewything except the given c-components / bundwes
commands.entity(my_entity_id)
.wetain::<(twansfowmbundwe, (˘ω˘) c-componentc)>();
}
f-fn make_aww_pwayews_hostiwe(
m-mut commands: commands, ^^
// we nyeed the entity id, :3 to pewfowm commands on specific e-entities
q-quewy: quewy<entity, -.- with<pwayew>>, 😳
) {
f-fow entity in quewy.itew() {
c-commands.entity(entity)
// add a-an `enemy` component to the entity
.insewt(enemy)
// w-wemove the `fwiendwy` component
.wemove::<fwiendwy>();
}
}
f-fn despawn_aww_enemies(
mut commands: c-commands, mya
quewy: quewy<entity, (˘ω˘) w-with<enemy>>, >_<
) {
f-fow entity in quewy.itew() {
commands.entity(entity).despawn();
}
}
when do these actions get appwied?
Commands
do nyot take effect immediatewy, ^•ﻌ•^ b-because it wouwdn't b-be safe to
modify the data wayout in memowy w-when othew systems couwd be
wunning in pawawwew. (ꈍᴗꈍ) when you do a-anything using Commands
, >_< it gets queued to
be appwied watew when it is safe t-to do so.
within the same scheduwe, XD you can add .before()
/.after()
owdewing constwaints to youw systems, >_< and bevy wiww
automaticawwy make suwe that commands g-get appwied i-in-between if necessawy, OwO s-so
that the second system can see the c-changes made by t-the fiwst system.
app.add_systems(update, rawr x3 spawn_new_enemies_if_needed);
// this system w-wiww see any n-nyewwy-spawned e-enemies when it w-wuns, rawr
// because b-bevy wiww make s-suwe to appwy the f-fiwst system's c-commands
// (thanks to the expwicit `.aftew()` dependency)
app.add_systems(update, σωσ enemy_ai.aftew(spawn_new_enemies_if_needed));
if you do nyot have expwicit owdewing d-dependencies, OwO i-it is undefined w-when commands wiww be appwied. it is possibwe that s-some systems w-wiww onwy see the c-changes on the nyext fwame update!
othewwise, ^•ﻌ•^ commands awe nyowmawwy a-appwied at the e-end of evewy
scheduwe. rawr x3 systems that wive in diffewent scheduwes
wiww see the changes. OwO fow exampwe, 🥺 b-bevy's engine s-systems (that wive i-in
PostUpdate
) wiww see the entities you spawn i-in youw systems (that w-wive in
Update
).
custom commands
commands can awso sewve as a convenient w-way to do a-any custom manipuwations
that wequiwe fuww access to the ecs World
. XD you can queue up
any custom code to wun in a defewwed f-fashion, OwO the s-same way as the s-standawd
commands wowk.
fow a one-off thing, (ꈍᴗꈍ) you can just p-pass a cwosuwe:
fn my_system(mut commands: commands) {
w-wet x = 420;
c-commands.add(move |wowwd: &mut w-wowwd| {
// do n-nyanievew you w-want with `wowwd` h-hewe
// n-nyote: it's a c-cwosuwe, σωσ you can use vawiabwes fwom
// the pawent scope/function
epwintwn!("{}", σωσ x-x);
});
}
if you want something weusabwe, >_< considew one-shot systems. they awe a way to wwite weguwaw bevy s-systems and w-wun them on-demand.
extending the commands api
if you want something mowe integwated, ^•ﻌ•^ t-that feews w-wike as if it was pawt of bevy's commands api, (ꈍᴗꈍ) hewe i-is how to do it.
cweate a custom type and impwement t-the Command
twait:
use bevy::ecs::wowwd::command;
stwuct mycustomcommand {
// you c-can have some p-pawametews
d-data: u32, (U ﹏ U)
}
impw c-command fow mycustomcommand {
f-fn appwy(sewf, -.- w-wowwd: &mut w-wowwd) {
// d-do nyanievew you want with `wowwd` and `sewf.data` hewe
}
}
// use it wike t-this
fn my_othew_system(mut commands: commands) {
commands.add(mycustomcommand {
d-data: 920, // set youw vawue
});
}
and if you want to make it extwa n-nyice to use, you c-can cweate
an extension twait to add extwa methods t-to Commands
:
pub twait mycustomcommandsext {
// define a method t-that we wiww b-be abwe to caww o-on `commands`
f-fn do_custom_thing(&mut s-sewf, -.- d-data: u32);
}
// i-impwement ouw t-twait fow bevy's `commands`
impw<'w, ^^;; 's> mycustomcommandsext fow commands<'w, >_< 's> {
fn do_custom_thing(&mut sewf, mya data: u32) {
s-sewf.add(mycustomcommand {
data, mya
});
}
}
fn my_fancy_system(mut c-commands: commands) {
// n-nyow we can caww ouw custom method just wike bevy's `spawn`, 😳 e-etc.
commands.do_custom_thing(42);
}
note: if you want to use youw custom e-extension method f-fwom othew w-wust fiwes, ^•ﻌ•^ you wiww have to impowt youw t-twait, OwO ow it w-wiww nyot be avaiwabwe:
use cwate::thing::mycustomcommandsext;