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fix: add reflect to SceneInstanceReady
and other observers/events (#16018)
# Objective Built-in observers & events should be `Reflect` so that components that interact with them can be serialized in scenes. This is a similar pr to #14259.
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26a5f7f9ca
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7 changed files with 21 additions and 5 deletions
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@ -1,5 +1,6 @@
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use crate::{Asset, AssetId, AssetLoadError, AssetPath, UntypedAssetId};
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use bevy_ecs::event::Event;
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use bevy_reflect::Reflect;
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use core::fmt::Debug;
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/// An event emitted when a specific [`Asset`] fails to load.
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@ -42,7 +43,7 @@ impl<A: Asset> From<&AssetLoadFailedEvent<A>> for UntypedAssetLoadFailedEvent {
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}
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/// Events that occur for a specific loaded [`Asset`], such as "value changed" events and "dependency" events.
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#[derive(Event)]
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#[derive(Event, Reflect)]
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pub enum AssetEvent<A: Asset> {
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/// Emitted whenever an [`Asset`] is added.
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Added { id: AssetId<A> },
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@ -13,6 +13,8 @@ use crate::{
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use derive_more::derive::Into;
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#[cfg(feature = "bevy_reflect")]
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use bevy_reflect::Reflect;
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use core::{
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fmt::Debug,
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iter,
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@ -24,6 +26,8 @@ use core::{
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/// Wrapper around [`Entity`] for [`RemovedComponents`].
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/// Internally, `RemovedComponents` uses these as an `Events<RemovedComponentEntity>`.
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#[derive(Event, Debug, Clone, Into)]
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#[cfg_attr(feature = "bevy_reflect", derive(Reflect))]
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#[cfg_attr(feature = "bevy_reflect", reflect(Debug))]
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pub struct RemovedComponentEntity(Entity);
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/// Wrapper around a [`EventCursor<RemovedComponentEntity>`] so that we
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@ -1,9 +1,11 @@
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use bevy_ecs::{event::Event, prelude::Entity};
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use bevy_reflect::Reflect;
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/// An [`Event`] that is fired whenever there is a change in the world's hierarchy.
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///
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/// [`Event`]: bevy_ecs::event::Event
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#[derive(Event, Debug, Clone, PartialEq, Eq)]
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#[cfg_attr(feature = "reflect", derive(Reflect), reflect(Debug, PartialEq))]
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pub enum HierarchyEvent {
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/// Fired whenever an [`Entity`] is added as a child to a parent.
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ChildAdded {
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@ -1494,6 +1494,7 @@ pub fn gamepad_event_processing_system(
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/// The intensity at which a gamepad's force-feedback motors may rumble.
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#[derive(Clone, Copy, Debug, PartialEq)]
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#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq))]
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pub struct GamepadRumbleIntensity {
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/// The rumble intensity of the strong gamepad motor.
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///
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@ -1581,6 +1582,7 @@ impl GamepadRumbleIntensity {
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#[doc(alias = "vibration")]
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#[doc(alias = "vibrate")]
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#[derive(Event, Clone)]
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#[cfg_attr(feature = "bevy_reflect", derive(Reflect))]
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pub enum GamepadRumbleRequest {
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/// Add a rumble to the given gamepad.
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///
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@ -56,7 +56,8 @@ pub mod prelude {
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/// Note that systems reading these events in [`PreUpdate`](bevy_app) will not report ordering
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/// ambiguities with picking backends. Take care to ensure such systems are explicitly ordered
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/// against [`PickSet::Backends`](crate), or better, avoid reading `PointerHits` in `PreUpdate`.
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#[derive(Event, Debug, Clone)]
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#[derive(Event, Debug, Clone, Reflect)]
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#[reflect(Debug)]
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pub struct PointerHits {
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/// The pointer associated with this hit test.
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pub pointer: prelude::PointerId,
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@ -8,6 +8,7 @@ use bevy_ecs::{
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world::{Command, Mut, World},
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};
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use bevy_hierarchy::{AddChild, BuildChildren, DespawnRecursiveExt, Parent};
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use bevy_reflect::Reflect;
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use bevy_utils::{HashMap, HashSet};
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use derive_more::derive::{Display, Error};
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use uuid::Uuid;
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@ -17,7 +18,8 @@ use uuid::Uuid;
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/// See also [`Trigger`], [`SceneSpawner::instance_is_ready`].
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///
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/// [`Trigger`]: bevy_ecs::observer::Trigger
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#[derive(Clone, Copy, Debug, Eq, PartialEq, Event)]
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#[derive(Clone, Copy, Debug, Eq, PartialEq, Event, Reflect)]
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#[reflect(Debug, PartialEq)]
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pub struct SceneInstanceReady {
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/// Instance which has been spawned.
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pub instance_id: InstanceId,
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@ -31,7 +33,8 @@ pub struct InstanceInfo {
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}
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/// Unique id identifying a scene instance.
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#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash)]
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#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash, Reflect)]
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#[reflect(Debug, PartialEq, Hash)]
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pub struct InstanceId(Uuid);
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impl InstanceId {
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@ -15,6 +15,8 @@
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extern crate alloc;
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use bevy_derive::Deref;
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use bevy_reflect::prelude::ReflectDefault;
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use bevy_reflect::Reflect;
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use bevy_window::{RawHandleWrapperHolder, WindowEvent};
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use core::marker::PhantomData;
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use winit::event_loop::EventLoop;
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@ -149,7 +151,8 @@ impl<T: Event> Plugin for WinitPlugin<T> {
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/// The default event that can be used to wake the window loop
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/// Wakes up the loop if in wait state
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#[derive(Debug, Default, Clone, Copy, Event)]
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#[derive(Debug, Default, Clone, Copy, Event, Reflect)]
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#[reflect(Debug, Default)]
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pub struct WakeUp;
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/// A wrapper type around [`winit::event_loop::EventLoopProxy`] with the specific
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