1 unstable release
0.1.0 | Jul 25, 2024 |
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#607 in Game dev
18KB
71 lines
Get single entity from query
Example
Before using Single:
use bevy::prelude::*;
#[derive(Component)]
struct Player;
pub fn snap_camera(
players: Query<&Transform, With<Player>>,
mut cameras: Query<&mut Transform, (With<Camera>, Without<Player>)>,
) {
let player = players.single();
let mut camera = cameras.single_mut();
camera.translation = player.translation.xy().extend(100.0);
}
After using Single:
use bevy::prelude::*;
use bevy_single::prelude::*;
#[derive(Component)]
struct Player;
pub fn snap_camera(
player: Single<&Transform, With<Player>>,
mut camera: Single<&mut Transform, (With<Camera>, Without<Player>)>,
) {
camera.translation = player.translation.xy().extend(100.0);
}
Or like this:
use bevy::prelude::*;
use bevy_single::prelude::*;
#[derive(Component)]
struct Player;
pub fn snap_camera(
Single(player): Single<&Transform, With<Player>>,
Single(mut camera): Single<&mut Transform, (With<Camera>, Without<Player>)>,
) {
camera.translation = player.translation.xy().extend(100.0);
}
Example with multiple components
Before using Single:
use bevy::prelude::*;
use bevy_rapier2d::prelude::*;
#[derive(Component)]
struct Player;
pub fn move_with_wasd(
mut players: Query<(&mut KinematicCharacterController, &Player)>,
input: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
) {
let (mut controller, player) = players.single_mut();
const WASD_DISPATCH: [(KeyCode, Vec2); 4] = [
(KeyCode::KeyW, Vec2::Y),
(KeyCode::KeyA, Vec2::NEG_X),
(KeyCode::KeyS, Vec2::NEG_Y),
(KeyCode::KeyD, Vec2::X),
];
let mut translation = None;
for (key, vector) in WASD_DISPATCH {
if input.pressed(key) {
translation = Some(translation.unwrap_or(Vec2::ZERO) + vector);
}
}
controller.translation =
translation.map(|t| t.normalize() * player.speed * time.delta_seconds());
}
After using Single:
use bevy::prelude::*;
use bevy_rapier2d::prelude::*;
use bevy_single::prelude::*;
#[derive(Component)]
struct Player;
pub fn move_with_wasd(
Single((
mut controller,
player
)): Single<(&mut KinematicCharacterController, &Player)>,
input: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
) {
const WASD_DISPATCH: [(KeyCode, Vec2); 4] = [
(KeyCode::KeyW, Vec2::Y),
(KeyCode::KeyA, Vec2::NEG_X),
(KeyCode::KeyS, Vec2::NEG_Y),
(KeyCode::KeyD, Vec2::X),
];
let mut translation = None;
for (key, vector) in WASD_DISPATCH {
if input.pressed(key) {
translation = Some(translation.unwrap_or(Vec2::ZERO) + vector);
}
}
controller.translation =
translation.map(|t| t.normalize() * player.speed * time.delta_seconds());
}
Example with SystemParam
Before using Single:
use bevy::prelude::*;
#[derive(Component)]
struct SpritesheetAnimation;
pub fn example(
mut param_set: ParamSet<(
Query<Entity>,
Query<&mut SpritesheetAnimation>
)>,
) {
let entities = param_set.p0();
let mut animation = param_set.p1().single_mut();
// ...
}
After using Single:
use bevy::prelude::*;
use bevy_single::prelude::*;
#[derive(Component)]
struct SpritesheetAnimation;
pub fn example(
mut param_set: ParamSet<(
Query<Entity>,
Single<&mut SpritesheetAnimation>
)>,
) {
let entities = param_set.p0();
let Single(mut animation) = param_set.p1();
// ...
}
Dependencies
~11MB
~192K SLoC