SceneSpawner: add unload() and unload_sync() (#339)

This allows you to unload scenes.

Refs: https://github.com/bevyengine/bevy/issues/255
This commit is contained in:
Jeremiah Senkpiel 2020-09-06 13:06:21 -07:00 committed by GitHub
parent 6e460a6a97
commit 54e9f446c4
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@ -28,6 +28,7 @@ pub struct SceneSpawner {
scene_asset_event_reader: EventReader<AssetEvent<Scene>>,
scenes_to_spawn: Vec<Handle<Scene>>,
scenes_to_load: Vec<Handle<Scene>>,
scenes_to_unload: Vec<Handle<Scene>>,
}
#[derive(Error, Debug)]
@ -47,6 +48,10 @@ impl SceneSpawner {
self.scenes_to_load.push(scene_handle);
}
pub fn unload(&mut self, scene_handle: Handle<Scene>) {
self.scenes_to_unload.push(scene_handle);
}
pub fn load_sync(
&mut self,
world: &mut World,
@ -58,6 +63,26 @@ impl SceneSpawner {
Ok(())
}
pub fn unload_sync(
&mut self,
world: &mut World,
scene_handle: Handle<Scene>,
) -> Result<(), SceneSpawnError> {
if let Some(instance_ids) = self.spawned_scenes.get(&scene_handle) {
for instance_id in instance_ids {
if let Some(instance) = self.spawned_instances.get(&instance_id) {
for entity in instance.entity_map.values() {
let _ = world.despawn(*entity); // Ignore the result, unload only cares if it exists.
}
}
}
self.loaded_scenes.remove(&scene_handle);
self.spawned_scenes.remove(&scene_handle);
}
Ok(())
}
pub fn spawn_sync(
&mut self,
world: &mut World,
@ -152,19 +177,27 @@ impl SceneSpawner {
world: &mut World,
resources: &Resources,
) -> Result<(), SceneSpawnError> {
let scenes_to_load = self.scenes_to_load.drain(..).collect::<Vec<_>>();
let mut non_existent_scenes = Vec::new();
let scenes_to_load = std::mem::take(&mut self.scenes_to_load);
for scene_handle in scenes_to_load {
match self.load_sync(world, resources, scene_handle) {
Ok(_) => {}
Err(SceneSpawnError::NonExistentScene { .. }) => {
non_existent_scenes.push(scene_handle)
self.scenes_to_load.push(scene_handle)
}
Err(err) => return Err(err),
}
}
self.scenes_to_load = non_existent_scenes;
Ok(())
}
pub fn unload_queued_scenes(&mut self, world: &mut World) -> Result<(), SceneSpawnError> {
let scenes_to_unload = std::mem::take(&mut self.scenes_to_unload);
for scene_handle in scenes_to_unload {
self.unload_sync(world, scene_handle)?;
}
Ok(())
}
@ -173,19 +206,18 @@ impl SceneSpawner {
world: &mut World,
resources: &Resources,
) -> Result<(), SceneSpawnError> {
let scenes_to_spawn = self.scenes_to_spawn.drain(..).collect::<Vec<_>>();
let mut non_existent_scenes = Vec::new();
let scenes_to_spawn = std::mem::take(&mut self.scenes_to_spawn);
for scene_handle in scenes_to_spawn {
match self.spawn_sync(world, resources, scene_handle) {
Ok(_) => {}
Err(SceneSpawnError::NonExistentScene { .. }) => {
non_existent_scenes.push(scene_handle)
self.scenes_to_spawn.push(scene_handle)
}
Err(err) => return Err(err),
}
}
self.scenes_to_spawn = non_existent_scenes;
Ok(())
}
}
@ -209,6 +241,7 @@ pub fn scene_spawner_system(world: &mut World, resources: &mut Resources) {
}
}
scene_spawner.unload_queued_scenes(world).unwrap();
scene_spawner.load_queued_scenes(world, resources).unwrap();
scene_spawner.spawn_queued_scenes(world, resources).unwrap();
scene_spawner