Apply side effects after running system (#5)
Deferred side effects(Commands) that were pushed in scripting exposed systems were never applied. This commit applies deferred
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3 changed files with 55 additions and 1 deletions
1
assets/examples/side_effects.rhai
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1
assets/examples/side_effects.rhai
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spawn_entity();
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51
examples/side_effects.rs
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51
examples/side_effects.rs
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use bevy::{app::AppExit, ecs::event::ManualEventReader, prelude::*};
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use bevy_scriptum::{prelude::*, Script};
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#[derive(Component)]
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struct Comp;
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fn main() {
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App::new()
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// This is just needed for headless console app, not needed for a regular bevy game
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// that uses a winit window
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.set_runner(move |mut app: App| {
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let mut app_exit_event_reader = ManualEventReader::<AppExit>::default();
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loop {
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if let Some(app_exit_events) = app.world.get_resource_mut::<Events<AppExit>>() {
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if app_exit_event_reader
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.iter(&app_exit_events)
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.last()
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.is_some()
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{
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break;
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}
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}
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app.update();
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}
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})
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.add_plugins(DefaultPlugins)
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.add_plugins(ScriptingPlugin::default())
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.add_systems(Startup, startup)
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.add_systems(Update, print_entity_names_and_quit)
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.add_script_function(String::from("spawn_entity"), spawn_entity)
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.run();
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}
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fn spawn_entity(mut commands: Commands) {
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commands.spawn(Name::new("SpawnedEntity"));
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}
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fn startup(mut commands: Commands, assets_server: Res<AssetServer>) {
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commands.spawn((Script::new(
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assets_server.load("examples/side_effects.rhai"),
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),));
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}
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fn print_entity_names_and_quit(query: Query<&Name>, mut exit: EventWriter<AppExit>) {
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if !query.is_empty() {
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for e in &query {
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println!("{}", e);
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}
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exit.send(AppExit);
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}
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}
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@ -57,7 +57,9 @@ where
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let mut inner_system = IntoSystem::into_system(self);
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let mut inner_system = IntoSystem::into_system(self);
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inner_system.initialize(world);
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inner_system.initialize(world);
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let system_fn = move |_args: In<Vec<Dynamic>>, world: &mut World| {
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let system_fn = move |_args: In<Vec<Dynamic>>, world: &mut World| {
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Dynamic::from(inner_system.run((), world))
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let result = inner_system.run((), world);
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inner_system.apply_deferred(world);
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Dynamic::from(result)
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};
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};
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let system = IntoSystem::into_system(system_fn);
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let system = IntoSystem::into_system(system_fn);
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CallbackSystem {
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CallbackSystem {
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