@@ -52,31 +52,31 @@ use bevy_ecs::{
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/// [`RenderPlugin`]: https://docs.rs/bevy/latest/bevy/render/struct.RenderPlugin.html
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/// [`PipelinedRenderingPlugin`]: https://docs.rs/bevy/latest/bevy/render/pipelined_rendering/struct.PipelinedRenderingPlugin.html
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/// [`SubApp`]: crate::SubApp
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- #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash ) ]
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+ #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash , Default ) ]
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pub struct Main ;
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/// The schedule that runs before [`Startup`].
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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- #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash ) ]
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+ #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash , Default ) ]
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pub struct PreStartup ;
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/// The schedule that runs once when the app starts.
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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- #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash ) ]
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+ #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash , Default ) ]
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pub struct Startup ;
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/// The schedule that runs once after [`Startup`].
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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- #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash ) ]
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+ #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash , Default ) ]
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pub struct PostStartup ;
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/// Runs first in the schedule.
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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- #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash ) ]
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+ #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash , Default ) ]
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pub struct First ;
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/// The schedule that contains logic that must run before [`Update`]. For example, a system that reads raw keyboard
@@ -87,7 +87,7 @@ pub struct First;
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/// [`PreUpdate`] abstracts out "pre work implementation details".
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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- #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash ) ]
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+ #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash , Default ) ]
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pub struct PreUpdate ;
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/// Runs the [`FixedMain`] schedule in a loop according until all relevant elapsed time has been "consumed".
@@ -99,21 +99,21 @@ pub struct PreUpdate;
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/// [`RunFixedMainLoop`] will *not* be parallelized between each other.
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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- #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash ) ]
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+ #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash , Default ) ]
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pub struct RunFixedMainLoop ;
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/// Runs first in the [`FixedMain`] schedule.
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///
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/// See the [`FixedMain`] schedule for details on how fixed updates work.
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/// See the [`Main`] schedule for some details about how schedules are run.
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- #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash ) ]
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+ #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash , Default ) ]
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pub struct FixedFirst ;
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/// The schedule that contains logic that must run before [`FixedUpdate`].
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///
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/// See the [`FixedMain`] schedule for details on how fixed updates work.
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/// See the [`Main`] schedule for some details about how schedules are run.
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- #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash ) ]
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+ #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash , Default ) ]
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pub struct FixedPreUpdate ;
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/// The schedule that contains most gameplay logic, which runs at a fixed rate rather than every render frame.
@@ -128,22 +128,22 @@ pub struct FixedPreUpdate;
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/// See the [`Update`] schedule for examples of systems that *should not* use this schedule.
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/// See the [`FixedMain`] schedule for details on how fixed updates work.
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/// See the [`Main`] schedule for some details about how schedules are run.
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- #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash ) ]
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+ #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash , Default ) ]
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pub struct FixedUpdate ;
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/// The schedule that runs after the [`FixedUpdate`] schedule, for reacting
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/// to changes made in the main update logic.
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///
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/// See the [`FixedMain`] schedule for details on how fixed updates work.
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/// See the [`Main`] schedule for some details about how schedules are run.
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- #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash ) ]
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+ #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash , Default ) ]
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pub struct FixedPostUpdate ;
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/// The schedule that runs last in [`FixedMain`]
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///
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/// See the [`FixedMain`] schedule for details on how fixed updates work.
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/// See the [`Main`] schedule for some details about how schedules are run.
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- #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash ) ]
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+ #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash , Default ) ]
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pub struct FixedLast ;
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/// The schedule that contains systems which only run after a fixed period of time has elapsed.
@@ -155,7 +155,7 @@ pub struct FixedLast;
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/// See [this example](https://github.com/bevyengine/bevy/blob/latest/examples/time/time.rs).
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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- #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash ) ]
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+ #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash , Default ) ]
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pub struct FixedMain ;
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/// The schedule that contains any app logic that must run once per render frame.
@@ -168,13 +168,13 @@ pub struct FixedMain;
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///
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/// See the [`FixedUpdate`] schedule for examples of systems that *should not* use this schedule.
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/// See the [`Main`] schedule for some details about how schedules are run.
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- #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash ) ]
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+ #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash , Default ) ]
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pub struct Update ;
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/// The schedule that contains scene spawning.
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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- #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash ) ]
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+ #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash , Default ) ]
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pub struct SpawnScene ;
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/// The schedule that contains logic that must run after [`Update`]. For example, synchronizing "local transforms" in a hierarchy
@@ -185,13 +185,13 @@ pub struct SpawnScene;
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/// [`PostUpdate`] abstracts out "implementation details" from users defining systems in [`Update`].
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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- #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash ) ]
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+ #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash , Default ) ]
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pub struct PostUpdate ;
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/// Runs last in the schedule.
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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- #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash ) ]
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+ #[ derive( ScheduleLabel , Clone , Debug , PartialEq , Eq , Hash , Default ) ]
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pub struct Last ;
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/// Animation system set. This exists in [`PostUpdate`].
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