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11 changes: 11 additions & 0 deletions Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -2007,6 +2007,17 @@ description = "Demonstrates how to send and receive events of the same type in a
category = "ECS (Entity Component System)"
wasm = false

[[example]]
name = "entity_disabling"
path = "examples/ecs/entity_disabling.rs"
doc-scrape-examples = true

[package.metadata.example.entity_disabling]
name = "Entity disabling"
description = "Demonstrates how to hide entities from the ECS without deleting them"
category = "ECS (Entity Component System)"
wasm = true

[[example]]
name = "fixed_timestep"
path = "examples/ecs/fixed_timestep.rs"
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1 change: 1 addition & 0 deletions examples/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -307,6 +307,7 @@ Example | Description
[Custom Schedule](../examples/ecs/custom_schedule.rs) | Demonstrates how to add custom schedules
[Dynamic ECS](../examples/ecs/dynamic.rs) | Dynamically create components, spawn entities with those components and query those components
[ECS Guide](../examples/ecs/ecs_guide.rs) | Full guide to Bevy's ECS
[Entity disabling](../examples/ecs/entity_disabling.rs) | Demonstrates how to hide entities from the ECS without deleting them
[Event](../examples/ecs/event.rs) | Illustrates event creation, activation, and reception
[Fallible System Parameters](../examples/ecs/fallible_params.rs) | Systems are skipped if their parameters cannot be acquired
[Fallible Systems](../examples/ecs/fallible_systems.rs) | Systems that return results to handle errors
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153 changes: 153 additions & 0 deletions examples/ecs/entity_disabling.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,153 @@
//! Disabling entities is a powerful feature that allows you to hide entities from the ECS without deleting them.
//!
//! This can be useful for implementing features like "sleeping" objects that are offscreen
//! or managing networked entities.
//!
//! While disabling entities *will* make them invisible,
//! that's not its primary purpose!
//! [`Visibility`](bevy::prelude::Visibility) should be used to hide entities;
//! disabled entities are skipped entirely, which can lead to subtle bugs.
//!
//! # Default query filters
//!
//! Under the hood, Bevy uses a "default query filter" that skips entities with the
//! the [`Disabled`] component.
//! These filters act as a by-default exclusion list for all queries,
//! and can be bypassed by explicitly including these components in your queries.
//! For example, `Query<&A, With<Disabled>`, `Query<(Entity, Has<Disabled>>)` or
//! `Query<&A, Or<(With<Disabled>, With<B>)>>` will include disabled entities.

use bevy::ecs::entity_disabling::Disabled;
use bevy::prelude::*;

fn main() {
App::new()
.add_plugins((DefaultPlugins, MeshPickingPlugin))
.add_observer(disable_entities_on_click)
.add_systems(
Update,
(list_all_named_entities, reenable_entities_on_space),
)
.add_systems(Startup, (setup_scene, display_instructions))
.run();
}

#[derive(Component)]
struct DisableOnClick;

fn disable_entities_on_click(
trigger: Trigger<Pointer<Click>>,
valid_query: Query<&DisableOnClick>,
mut commands: Commands,
) {
let clicked_entity = trigger.target();
// Windows and text are entities and can be clicked!
// We definitely don't want to disable the window itself,
// because that would cause the app to close!
if valid_query.contains(clicked_entity) {
// Just add the `Disabled` component to the entity to disable it.
// Note that the `Disabled` component is *only* added to the entity,
// its children are not affected.
commands.entity(clicked_entity).insert(Disabled);
}
}

#[derive(Component)]
struct EntityNameText;

// The query here will not find entities with the `Disabled` component,
// because it does not explicitly include it.
fn list_all_named_entities(
query: Query<&Name>,
mut name_text_query: Query<&mut Text, With<EntityNameText>>,
mut commands: Commands,
) {
let mut text_string = String::from("Named entities found:\n");
// Query iteration order is not guaranteed, so we sort the names
// to ensure the output is consistent.
for name in query.iter().sort::<&Name>() {
text_string.push_str(&format!("{:?}\n", name));
}

if let Ok(mut text) = name_text_query.get_single_mut() {
*text = Text::new(text_string);
} else {
commands.spawn((
EntityNameText,
Text::default(),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
right: Val::Px(12.0),
..default()
},
));
}
}

fn reenable_entities_on_space(
mut commands: Commands,
// This query can find disabled entities,
// because it explicitly includes the `Disabled` component.
disabled_entities: Query<Entity, With<Disabled>>,
input: Res<ButtonInput<KeyCode>>,
) {
if input.just_pressed(KeyCode::Space) {
for entity in disabled_entities.iter() {
// To re-enable an entity, just remove the `Disabled` component.
commands.entity(entity).remove::<Disabled>();
}
}
}

const X_EXTENT: f32 = 900.;

fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn(Camera2d);

let named_shapes = [
(Name::new("Annulus"), meshes.add(Annulus::new(25.0, 50.0))),
(
Name::new("Bestagon"),
meshes.add(RegularPolygon::new(50.0, 6)),
),
(Name::new("Rhombus"), meshes.add(Rhombus::new(75.0, 100.0))),
];
let num_shapes = named_shapes.len();

for (i, (name, shape)) in named_shapes.into_iter().enumerate() {
// Distribute colors evenly across the rainbow.
let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7);

commands.spawn((
name,
DisableOnClick,
Mesh2d(shape),
MeshMaterial2d(materials.add(color)),
Transform::from_xyz(
// Distribute shapes from -X_EXTENT/2 to +X_EXTENT/2.
-X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
0.0,
0.0,
),
));
}
}

fn display_instructions(mut commands: Commands) {
commands.spawn((
Text::new(
"Click an entity to disable it.\n\nPress Space to re-enable all disabled entities.",
),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}