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bevy-mechanic-revival

围绕 Bevy 0.20 的 ECS 组件、资源、系统与插件,说明倒地、队友复活、倒计时和检查点重生机制,并给出 Rust 代码片段、所有权决策表及文档参考。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:27:06
分类:开发依赖:纯提示词应用场景:代码生成 / 概念解释 / 模板

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add thedivergentai/game-dev-agentic-skills/bevy-mechanic-revival
Metadata
name
bevy-mechanic-revival
description
Bevy ECS skill for a Bevy downed and revival loop. Keywords: Bevy, revival, downed, respawn, ECS.

Bevy revival mechanic

When to use

Load this when an actor is downed, can be revived, or respawns.

ECS shape

  • Components: a downed flag and a revive elapsed you define.
  • Resources: run-wide tables live in a resource (bevy-data-resources), not an autoload.
  • Systems: mutate those components on Update or the fixed timestep. Use .chain() when damage must land before death.
  • Messages: one-shot facts (hit, pickup, quest advance) go through bevy-events-messaging. This file does not add a new event type name.

Scope

Downed time, revive progress, and the last checkpoint are components. Overlap is a distance test here; a physics solver can replace that test later.

Examples

[package]
name = "revival"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = "0.20"

Health hits zero, the actor is downed, and an ally within range fills the revive bar. A full bar clears the downed flag and restores health.

#[derive(Component)]
struct Health {
    current: f32,
    max: f32,
}

#[derive(Component)]
struct Downed {
    elapsed: f32,
}

#[derive(Component)]
struct Reviving {
    progress: f32,
    needed: f32,
}

#[derive(Component)]
struct Ally;

fn apply_down(
    mut commands: Commands,
    mut actors: Query<(Entity, &Health), Without<Downed>>,
) {
    for (entity, health) in &mut actors {
        if health.current <= 0.0 {
            commands.entity(entity).insert(Downed { elapsed: 0.0 });
        }
    }
}

fn tick_revive(
    time: Res<Time<Fixed>>,
    allies: Query<&Transform, With<Ally>>,
    mut downed: Query<(Entity, &Transform, &mut Health, &mut Downed, Option<&mut Reviving>)>,
    mut commands: Commands,
) {
    let dt = time.delta_secs();
    for (entity, transform, mut health, mut downed, reviving) in &mut downed {
        downed.elapsed += dt;
        let near = allies.iter().any(|ally| {
            ally.translation.distance(transform.translation) < 2.0
        });
        if !near {
            commands.entity(entity).remove::<Reviving>();
            continue;
        }
        let progress = reviving.map(|mut rev| {
            rev.progress += dt;
            rev.progress
        });
        if let Some(progress) = progress {
            if progress >= 2.0 {
                health.current = health.max;
                commands.entity(entity).remove::<Downed>().remove::<Reviving>();
            }
        } else {
            commands.entity(entity).insert(Reviving {
                progress: 0.0,
                needed: 2.0,
            });
        }
    }
}

The checkpoint resource stores the respawn pose. Death after the bleed-out moves the actor there and refills health.

#[derive(Resource)]
struct Checkpoint {
    translation: Vec3,
}

#[derive(Component)]
struct Health {
    current: f32,
    max: f32,
}

#[derive(Component)]
struct Downed {
    elapsed: f32,
}

fn move_to_checkpoint(
    mut query: Query<(Entity, &mut Transform, &mut Health, &Downed)>,
    checkpoint: Res<Checkpoint>,
    mut commands: Commands,
) {
    for (entity, mut transform, mut health, downed) in &mut query {
        if downed.elapsed < 8.0 {
            continue;
        }
        transform.translation = checkpoint.translation;
        health.current = health.max;
        commands.entity(entity).remove::<Downed>();
    }
}

pub struct RevivalPlugin;

impl Plugin for RevivalPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(Checkpoint {
            translation: Vec3::ZERO,
        })
        .add_systems(FixedUpdate, move_to_checkpoint);
    }
}

Touching a marker overwrites the checkpoint.

#[derive(Component)]
struct CheckpointMarker;

#[derive(Component)]
struct Player;

#[derive(Resource)]
struct Checkpoint {
    translation: Vec3,
}

fn capture_checkpoint(
    players: Query<&Transform, With<Player>>,
    markers: Query<&Transform, With<CheckpointMarker>>,
    mut checkpoint: ResMut<Checkpoint>,
) {
    let Ok(player) = players.single() else {
        return;
    };
    for marker in &markers {
        if player.translation.distance(marker.translation) < 1.2 {
            checkpoint.translation = marker.translation;
        }
    }
}

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

Piece Owner Who may mutate Schedule
Data on one entity Component One system via Query Update or FixedMain
One value for the whole app Resource One system Startup to insert, then the schedule that reads it
Spawn Commands The spawning system Startup for the initial world; later schedules for runtime spawn
Order that must not race .chain() The chained systems only Same schedule
Plugin boundary Plugin build registers systems and resources Before the app runs

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

If you need Do this Do not
Per-entity data Component + Query A Godot node script
App-wide config or clock Resource Copy the value onto every entity
Stable simulation step FixedMain and the Fixed clock Tie simulation to raw frame Update
Startup spawn Commands in Startup Spawn from a render system
Cross-system notice that is not shared state Message or observer slot in bevy-events-messaging A new event type invented in this file
An API outside the documented set Check the official docs first A made-up crate or API

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.

  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.

  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.

  • No Godot node, resource, or signal types for this mechanic. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0. Official pages stay on the unversioned latest branch.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None yet.

Master