//! 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. // ); // } }