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examples on how to tests systems (bevyengine#1714)
well... those are examples on how to tests systems despawning entities, modifying components, accessing resources, spawning entities
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use bevy::prelude::*; | ||
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#[derive(Default)] | ||
struct Enemy { | ||
hit_points: u32, | ||
} | ||
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fn despawn_dead_enemies(mut commands: Commands, enemies: Query<(Entity, &Enemy)>) { | ||
for (entity, enemy) in enemies.iter() { | ||
if enemy.hit_points == 0 { | ||
commands.entity(entity).despawn_recursive(); | ||
} | ||
} | ||
} | ||
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fn hurt_enemies(mut enemies: Query<&mut Enemy>) { | ||
for mut enemy in enemies.iter_mut() { | ||
enemy.hit_points -= 1; | ||
} | ||
} | ||
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fn spawn_enemy(mut commands: Commands, keyboard_input: Res<Input<KeyCode>>) { | ||
if keyboard_input.just_pressed(KeyCode::Space) { | ||
commands.spawn().insert(Enemy { hit_points: 5 }); | ||
} | ||
} | ||
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#[test] | ||
fn did_hurt_enemy() { | ||
// Setup world | ||
let mut world = World::default(); | ||
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// Setup stage with our two systems | ||
let mut update_stage = SystemStage::parallel(); | ||
update_stage.add_system(hurt_enemies.system().before("death")); | ||
update_stage.add_system(despawn_dead_enemies.system().label("death")); | ||
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// Setup test entities | ||
let enemy_id = world.spawn().insert(Enemy { hit_points: 5 }).id(); | ||
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// Run systems | ||
update_stage.run(&mut world); | ||
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// Check resulting changes | ||
assert!(world.get::<Enemy>(enemy_id).is_some()); | ||
assert_eq!(world.get::<Enemy>(enemy_id).unwrap().hit_points, 4); | ||
} | ||
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#[test] | ||
fn did_despawn_enemy() { | ||
// Setup world | ||
let mut world = World::default(); | ||
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// Setup stage with our two systems | ||
let mut update_stage = SystemStage::parallel(); | ||
update_stage.add_system(hurt_enemies.system().before("death")); | ||
update_stage.add_system(despawn_dead_enemies.system().label("death")); | ||
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// Setup test entities | ||
let enemy_id = world.spawn().insert(Enemy { hit_points: 1 }).id(); | ||
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// Run systems | ||
update_stage.run(&mut world); | ||
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// Check resulting changes | ||
assert!(world.get::<Enemy>(enemy_id).is_none()); | ||
} | ||
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#[test] | ||
fn spawn_enemy_using_input_resource() { | ||
// Setup world | ||
let mut world = World::default(); | ||
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// Setup stage with a system | ||
let mut update_stage = SystemStage::parallel(); | ||
update_stage.add_system(spawn_enemy.system()); | ||
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// Setup test resource | ||
let mut input = Input::<KeyCode>::default(); | ||
input.press(KeyCode::Space); | ||
world.insert_resource(input); | ||
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// Run systems | ||
update_stage.run(&mut world); | ||
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// Check resulting changes, one entity has been spawned with `Enemy` component | ||
assert_eq!(world.query::<&Enemy>().iter(&world).len(), 1); | ||
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// Clear the `just_pressed` status for all `KeyCode`s | ||
world.get_resource_mut::<Input<KeyCode>>().unwrap().clear(); | ||
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// Run systems | ||
update_stage.run(&mut world); | ||
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// Check resulting changes, no new entity has been spawned | ||
assert_eq!(world.query::<&Enemy>().iter(&world).len(), 1); | ||
} |