fn log_system(query: Query<(Entity, &ComponentA), Changed<ComponentA>>) {
    for (entity, component_a) in query.iter() {
        info!("  Entity({})", entity.id());
        info!(
            "    ComponentA: {{ x: {} y: {} }}\n",
            component_a.x, component_a.y
        );
    }
}
// This system logs all ComponentA components in our world. Try making a change to a ComponentA in
// load_scene_example.scn. You should immediately see the changes appear in the console.
This system logs all ComponentA components in our world. Try making a change to a ComponentA in
load_scene_example.scn. You should immediately see the changes appear in the console.
This system logs all ComponentA components in our world . Try making a change to a ComponentA in load_scene_example . scn . You should immediately see the changes appear in the console .
fn log_system(query: Query<(Entity, &ComponentA), Changed<ComponentA>>) {
    for (entity, component_a) in query.iter() {
        info!("  Entity({})", entity.id());
        info!(
            "    ComponentA: {{ x: {} y: {} }}\n",
            component_a.x, component_a.y
        );
    }
}
fn log_system ( query : Query < ( Entity , & ComponentA ) , Changed < ComponentA > > ) { for ( entity , component_a ) in query . iter ( ) { info ! ( " " entity id ( ) ) ; info ! ( " \n " component_a x component_a y ) ; } }
This system logs all ComponentA components in our world.
This system logs all ComponentA components in our world .
query
Query<(Entity, &ComponentA), Changed<ComponentA>>
query
Query<(Entity, &ComponentA), Changed<ComponentA>>