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| 1 | +//! Disabling entities is a powerful feature that allows you to hide entities from the ECS without deleting them. |
| 2 | +//! |
| 3 | +//! This can be useful for implementing features like "sleeping" objects that are offscreen |
| 4 | +//! or managing networked entities. |
| 5 | +//! |
| 6 | +//! While disabling entities *will* make them invisible, |
| 7 | +//! that's not its primary purpose! |
| 8 | +//! [`Visibility`](bevy::prelude::Visibility) should be used to hide entities; |
| 9 | +//! disabled entities are skipped entirely, which can lead to subtle bugs. |
| 10 | +//! |
| 11 | +//! # Default query filters |
| 12 | +//! |
| 13 | +//! Under the hood, Bevy uses a "default query filter" that skips entities with the |
| 14 | +//! the [`Disabled`] component. |
| 15 | +//! These filters act as a by-default exclusion list for all queries, |
| 16 | +//! and can be bypassed by explicitly including these components in your queries. |
| 17 | +//! For example, `Query<&A, With<Disabled>`, `Query<(Entity, Has<Disabled>>)` or |
| 18 | +//! `Query<&A, Or<(With<Disabled>, With<B>)>>` will include disabled entities. |
| 19 | +
|
| 20 | +use bevy::ecs::entity_disabling::Disabled; |
| 21 | +use bevy::prelude::*; |
| 22 | + |
| 23 | +fn main() { |
| 24 | + App::new() |
| 25 | + .add_plugins((DefaultPlugins, MeshPickingPlugin)) |
| 26 | + .add_observer(disable_entities_on_click) |
| 27 | + .add_systems( |
| 28 | + Update, |
| 29 | + (list_all_named_entities, reenable_entities_on_space), |
| 30 | + ) |
| 31 | + .add_systems(Startup, (setup_scene, display_instructions)) |
| 32 | + .run(); |
| 33 | +} |
| 34 | + |
| 35 | +#[derive(Component)] |
| 36 | +struct DisableOnClick; |
| 37 | + |
| 38 | +fn disable_entities_on_click( |
| 39 | + trigger: Trigger<Pointer<Click>>, |
| 40 | + valid_query: Query<&DisableOnClick>, |
| 41 | + mut commands: Commands, |
| 42 | +) { |
| 43 | + let clicked_entity = trigger.target(); |
| 44 | + // Windows and text are entities and can be clicked! |
| 45 | + // We definitely don't want to disable the window itself, |
| 46 | + // because that would cause the app to close! |
| 47 | + if valid_query.contains(clicked_entity) { |
| 48 | + // Just add the `Disabled` component to the entity to disable it. |
| 49 | + // Note that the `Disabled` component is *only* added to the entity, |
| 50 | + // its children are not affected. |
| 51 | + commands.entity(clicked_entity).insert(Disabled); |
| 52 | + } |
| 53 | +} |
| 54 | + |
| 55 | +#[derive(Component)] |
| 56 | +struct EntityNameText; |
| 57 | + |
| 58 | +// The query here will not find entities with the `Disabled` component, |
| 59 | +// because it does not explicitly include it. |
| 60 | +fn list_all_named_entities( |
| 61 | + query: Query<&Name>, |
| 62 | + mut name_text_query: Query<&mut Text, With<EntityNameText>>, |
| 63 | + mut commands: Commands, |
| 64 | +) { |
| 65 | + let mut text_string = String::from("Named entities found:\n"); |
| 66 | + // Query iteration order is not guaranteed, so we sort the names |
| 67 | + // to ensure the output is consistent. |
| 68 | + for name in query.iter().sort::<&Name>() { |
| 69 | + text_string.push_str(&format!("{:?}\n", name)); |
| 70 | + } |
| 71 | + |
| 72 | + if let Ok(mut text) = name_text_query.get_single_mut() { |
| 73 | + *text = Text::new(text_string); |
| 74 | + } else { |
| 75 | + commands.spawn(( |
| 76 | + EntityNameText, |
| 77 | + Text::default(), |
| 78 | + Node { |
| 79 | + position_type: PositionType::Absolute, |
| 80 | + top: Val::Px(12.0), |
| 81 | + right: Val::Px(12.0), |
| 82 | + ..default() |
| 83 | + }, |
| 84 | + )); |
| 85 | + } |
| 86 | +} |
| 87 | + |
| 88 | +fn reenable_entities_on_space( |
| 89 | + mut commands: Commands, |
| 90 | + // This query can find disabled entities, |
| 91 | + // because it explicitly includes the `Disabled` component. |
| 92 | + disabled_entities: Query<Entity, With<Disabled>>, |
| 93 | + input: Res<ButtonInput<KeyCode>>, |
| 94 | +) { |
| 95 | + if input.just_pressed(KeyCode::Space) { |
| 96 | + for entity in disabled_entities.iter() { |
| 97 | + // To re-enable an entity, just remove the `Disabled` component. |
| 98 | + commands.entity(entity).remove::<Disabled>(); |
| 99 | + } |
| 100 | + } |
| 101 | +} |
| 102 | + |
| 103 | +const X_EXTENT: f32 = 900.; |
| 104 | + |
| 105 | +fn setup_scene( |
| 106 | + mut commands: Commands, |
| 107 | + mut meshes: ResMut<Assets<Mesh>>, |
| 108 | + mut materials: ResMut<Assets<ColorMaterial>>, |
| 109 | +) { |
| 110 | + commands.spawn(Camera2d); |
| 111 | + |
| 112 | + let named_shapes = [ |
| 113 | + (Name::new("Annulus"), meshes.add(Annulus::new(25.0, 50.0))), |
| 114 | + ( |
| 115 | + Name::new("Bestagon"), |
| 116 | + meshes.add(RegularPolygon::new(50.0, 6)), |
| 117 | + ), |
| 118 | + (Name::new("Rhombus"), meshes.add(Rhombus::new(75.0, 100.0))), |
| 119 | + ]; |
| 120 | + let num_shapes = named_shapes.len(); |
| 121 | + |
| 122 | + for (i, (name, shape)) in named_shapes.into_iter().enumerate() { |
| 123 | + // Distribute colors evenly across the rainbow. |
| 124 | + let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7); |
| 125 | + |
| 126 | + commands.spawn(( |
| 127 | + name, |
| 128 | + DisableOnClick, |
| 129 | + Mesh2d(shape), |
| 130 | + MeshMaterial2d(materials.add(color)), |
| 131 | + Transform::from_xyz( |
| 132 | + // Distribute shapes from -X_EXTENT/2 to +X_EXTENT/2. |
| 133 | + -X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT, |
| 134 | + 0.0, |
| 135 | + 0.0, |
| 136 | + ), |
| 137 | + )); |
| 138 | + } |
| 139 | +} |
| 140 | + |
| 141 | +fn display_instructions(mut commands: Commands) { |
| 142 | + commands.spawn(( |
| 143 | + Text::new( |
| 144 | + "Click an entity to disable it.\n\nPress Space to re-enable all disabled entities.", |
| 145 | + ), |
| 146 | + Node { |
| 147 | + position_type: PositionType::Absolute, |
| 148 | + top: Val::Px(12.0), |
| 149 | + left: Val::Px(12.0), |
| 150 | + ..default() |
| 151 | + }, |
| 152 | + )); |
| 153 | +} |
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