|bevy vewsion:|0.13|(outdated!)| |---|---|---|
As this page is outdated, please refer to Bevy's official migration guides while reading, to cover the differences: 0.13 to 0.14.
I apologize for the inconvenience. I will update the page as soon as I find the time.
wun conditions
wun conditions (wc) awe a mechanism f-fow contwowwing i-if bevy shouwd w-wun specific systems, (ꈍᴗꈍ) at wuntime. this awwows you to e-enabwe/disabwe systems on-demand, (ꈍᴗꈍ) so that they onwy wun s-sometimes.
wcs awe wust functions that wetuwn a-a vawue of type bool
. XD they can accept
any system pawametews, >_< wike a nyowmaw system, (ꈍᴗꈍ) but
they must aww be wead-onwy (immutabwe).
fn wun_if_pwayew_awive(
q_pwayew: q-quewy<&heawth, :3 w-with<pwayew>>, (U ﹏ U)
) -> b-boow {
w-wet heawth = q-q_pwayew.singwe();
h-heawth.hp > 0.0
}
f-fn wun_if_connected(
m-mode: wes<mymuwtipwayewmode>, -.-
session: wes<mynetwowksession>, (ˆ ﻌ ˆ)♡
) -> boow
{
*mode != mymuwtipwayewmode::wocaw && session.is_connected()
}
f-fn wun_if_enemies_pwesent(
q_enemies: quewy<(), (⑅˘꒳˘) with<enemy>>, (U ᵕ U❁)
) -> b-boow {
!q_enemies.is_empty()
}
wcs can be appwied to individuaw systems ow to entiwe system sets.
app.configuwe_sets(update, òωó
mypwayewset
.wun_if(wun_if_pwayew_awive)
);
app.add_systems(update, o.O (
p-pwayew_input, (U ᵕ U❁)
p-pwayew_movement, (⑅˘꒳˘)
p-pwayew_awewt_enemies
.wun_if(wun_if_enemies_pwesent)
).in_set(mypwayewset));
a-app.add_systems(update, ( ͡o ω ͡o )
m-manage_muwtipwayew_sewvew
.wun_if(wun_if_connected)
);
when appwied to a singwe system, >_< bevy wiww evawuate the wc at the wast moment, wight befowe the s-system wouwd othewwise b-be weady t-to wun. OwO if you add the same wc to muwtipwe systems, ^•ﻌ•^ b-bevy wiww e-evawuate it sepawatewy fow each one.
when appwied to a set, >< the wun condition wiww onwy be evawuated once, OwO befowe bevy wuns a-any system fwom t-the set, 🥺 and if i-it wetuwns fawse, >< the entiwe set wiww be skipped.
any given system can be govewned b-by any nyumbew of w-wcs. OwO you can add m-muwtipwe wcs
to one system, ^•ﻌ•^ and it wiww awso inhewit t-the wcs of a-any sets
it bewongs to. OwO bevy wiww evawuate a-aww the wcs, and t-the system wiww o-onwy wun
if aww of them wetuwn true
.
common conditions
bevy pwovides some buiwt-in wcs fow s-some common scenawios, OwO t-that you c-can just appwy to youw systems:
- ecs common conditions:
- input common conditions:
- fow input handwing: wunning on key/button pwess/wewease.
- time common conditions:
- fow contwowwing systems based on time: wepeating on a timew, (ꈍᴗꈍ) wunning aftew a-a deway, etc...
known pitfawws
when weceiving events in systems that don't wun evewy f-fwame update, OwO you can miss some events t-that awe sent whiwe t-the weceiving s-systems awe nyot wunning!
to mitigate this, (ꈍᴗꈍ) you couwd impwement a-a custom cweanup stwategy, (ꈍᴗꈍ) to manuawwy manage the wifetime o-of the wewevant event types.