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//! Internal debugging only
use crate::prelude::*;
pub(crate) fn plugin(app: &mut App) {
app.add_systems(Last, change_detection)
.add_systems(PreUpdate, change_detection);
}
/// Query filters like [`Changed<T>`] and [`Added<T>`] ensure only entities matching these filters
/// will be returned by the query.
///
/// Using the [`Ref<T>`] system param allows you to access change detection information, but does
/// not filter the query.
fn change_detection(
changed_components: Query<Ref<CosmicRenderOutput>, Changed<CosmicRenderOutput>>,
// my_resource: Res<MyResource>,
) {
for component in &changed_components {
// By default, you can only tell that a component was changed.
//
// This is useful, but what if you have multiple systems modifying the same component, how
// will you know which system is causing the component to change?
warn!(
"Change detected!\n\t-> value: {:?}\n\t-> added: {}\n\t-> changed: {}\n\t-> changed by: {}",
component,
component.is_added(),
component.is_changed(),
// If you enable the `track_change_detection` feature, you can unlock the `changed_by()`
// method. It returns the file and line number that the component or resource was
// changed in. It's not recommended for released games, but great for debugging!
component.changed_by()
);
}
// if my_resource.is_changed() {
// warn!(
// "Change detected!\n\t-> value: {:?}\n\t-> added: {}\n\t-> changed: {}\n\t-> changed by: {}",
// my_resource,
// my_resource.is_added(),
// my_resource.is_changed(),
// my_resource.changed_by() // Like components, requires `track_change_detection` feature.
// );
// }
}