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use ecs::phase::START as START_PHASE;
use ecs::relationship::Relationship;
use ecs::{Component, Query, World};
#[derive(Component)]
struct Sword
{
attack_strength: u32,
}
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Health
{
health: u32,
}
struct Holding;
fn print_player_stats(player_query: Query<(Player, Health, Relationship<Holding, Sword>)>)
{
for (_, health, sword_relationship) in &player_query {
println!("Player health: {}", health.health);
if let Some(sword) = sword_relationship.get(0) {
println!("Player sword attack strength: {}", sword.attack_strength);
}
}
}
fn main()
{
let mut world = World::new();
world.register_system(*START_PHASE, print_player_stats);
let sword_uid = world.create_entity((Sword { attack_strength: 17 },));
world.create_entity((
Player,
Health { health: 180 },
Relationship::<Holding, Sword>::new(sword_uid),
));
world.step();
}
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