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use ecs::component::local::Local;
use ecs::phase::UPDATE as UPDATE_PHASE;
use ecs::system::{Into, System};
use ecs::{Component, Query, World};
#[derive(Component)]
struct SomeData
{
num: u64,
}
#[derive(Component)]
struct Name
{
name: String,
}
#[derive(Component)]
struct SayHelloState
{
cnt: usize,
}
fn say_hello(query: Query<(SomeData,)>, mut state: Local<SayHelloState>)
{
for (data,) in &query {
println!("Hello there. Count {}: {}", state.cnt, data.num);
state.cnt += 1;
}
}
fn say_whats_up(query: Query<(SomeData, Name)>, mut state: Local<SayHelloState>)
{
for (data, name) in &query {
println!(
"Whats up, {}. Number is {}. Count {}",
name.name, data.num, state.cnt
);
state.cnt += 1;
}
}
fn main()
{
let mut world = World::new();
world.register_system(
*UPDATE_PHASE,
say_hello
.into_system()
.initialize((SayHelloState { cnt: 0 },)),
);
world.register_system(
*UPDATE_PHASE,
say_whats_up
.into_system()
.initialize((SayHelloState { cnt: 0 },)),
);
world.create_entity((SomeData { num: 987_654 }, Name { name: "Bob".to_string() }));
world.create_entity((SomeData { num: 345 },));
world.step();
world.step();
}
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