Provide easy access to components of targeted entity in observers
- 主要言語
- Rust
- スター
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- 平均マージ
- 3日 16時間
- マージ済み PR(30日)
- 171
説明
## What problem does this solve or what need does it fill?
When writing observers, it is frequently desirable to be able to access a component on the listener entity, that is, the entity in the trigger event.
Currently there are two ways to do this: either inject a query for all components of that type and pick the one you want; or inject a DeferredWorld, and then look up the component you need on the event's entity.
bevy_mod_picking had convenience methods for injecting components directly. I'd like to see something similar for Bevy.
## What solution would you like?
I'm not sure about naming, but I was thinking of something like:
```rust
entity.observe(trigger: Trigger>, component: ListenerRef);
```
There would be a `ListenerMut` version as well. Alternate names might be `TargetRef`, `TriggerRef`, or `ObserverEntityRef`.
## What alternative(s) have you considered?
For now, I'm using DeferredWorld, as I am unsure about the overhead of injecting a Query.
## Additional context
bevy_mod_picking also provided a means to access the "target" entity and it's components, which was the entity upon which the event was triggered before bubbling, not the entity which handled the event. However, this feature was used rarely (at least by me anyway).
This is also somewhat related to a previous ticket filed by me a long time ago (#11048) - that was rejected (for good reason), but this ticket provides a much more narrowly-scoped variation of the same idea.
コントリビューションガイド
調査の方向性
まず Bevy の既存の Observer、Trigger、Query、DeferredWorld API を確認し、次に提案されているアクセスパターンを以前の issue #11048 および bevy_mod_picking の便利メソッドと比較します。完了条件は、listener entity のコンポーネントへの不変アクセスと可変アクセスのための合意された API があり、その設計とスコープが解決されていることです。
索引モデルが issue の本文から書いたものです。
評価
- 技術スタック
- rust
- 領域
- game-dev
- issue の種類
- 機能追加
- 難易度
- 5/5
- 見積もり時間
- 1週間以上
- 活発さ
- 停滞
- 明瞭さ
- 説明が足りない
- 初心者へのやさしさ
- 25/100