mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 22:20:20 +00:00
015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
130 lines
3.8 KiB
Rust
130 lines
3.8 KiB
Rust
//! This example illustrates how to load and play an audio file, and control where the sounds seems to come from.
|
|
use bevy::{
|
|
color::palettes::basic::{BLUE, LIME, RED},
|
|
prelude::*,
|
|
time::Stopwatch,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, update_positions)
|
|
.add_systems(Update, update_listener)
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// Space between the two ears
|
|
let gap = 4.0;
|
|
|
|
// sound emitter
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Sphere::new(0.2).mesh().uv(32, 18))),
|
|
MeshMaterial3d(materials.add(Color::from(BLUE))),
|
|
Transform::from_xyz(0.0, 0.0, 0.0),
|
|
Emitter::default(),
|
|
AudioPlayer::<AudioSource>(asset_server.load("sounds/Windless Slopes.ogg")),
|
|
PlaybackSettings::LOOP.with_spatial(true),
|
|
));
|
|
|
|
let listener = SpatialListener::new(gap);
|
|
commands
|
|
.spawn((
|
|
Transform::default(),
|
|
Visibility::default(),
|
|
listener.clone(),
|
|
))
|
|
.with_children(|parent| {
|
|
// left ear indicator
|
|
parent.spawn((
|
|
Mesh3d(meshes.add(Cuboid::new(0.2, 0.2, 0.2))),
|
|
MeshMaterial3d(materials.add(Color::from(RED))),
|
|
Transform::from_translation(listener.left_ear_offset),
|
|
));
|
|
|
|
// right ear indicator
|
|
parent.spawn((
|
|
Mesh3d(meshes.add(Cuboid::new(0.2, 0.2, 0.2))),
|
|
MeshMaterial3d(materials.add(Color::from(LIME))),
|
|
Transform::from_translation(listener.right_ear_offset),
|
|
));
|
|
});
|
|
|
|
// light
|
|
commands.spawn((
|
|
DirectionalLight::default(),
|
|
Transform::from_xyz(4.0, 8.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
|
|
// example instructions
|
|
commands.spawn((
|
|
Text::new("Up/Down/Left/Right: Move Listener\nSpace: Toggle Emitter Movement"),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
bottom: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
},
|
|
));
|
|
|
|
// camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(0.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
}
|
|
|
|
#[derive(Component, Default)]
|
|
struct Emitter {
|
|
stopwatch: Stopwatch,
|
|
}
|
|
|
|
fn update_positions(
|
|
time: Res<Time>,
|
|
mut emitters: Query<(&mut Transform, &mut Emitter), With<Emitter>>,
|
|
keyboard: Res<ButtonInput<KeyCode>>,
|
|
) {
|
|
for (mut emitter_transform, mut emitter) in emitters.iter_mut() {
|
|
if keyboard.just_pressed(KeyCode::Space) {
|
|
if emitter.stopwatch.is_paused() {
|
|
emitter.stopwatch.unpause();
|
|
} else {
|
|
emitter.stopwatch.pause();
|
|
}
|
|
}
|
|
|
|
emitter.stopwatch.tick(time.delta());
|
|
|
|
if !emitter.stopwatch.is_paused() {
|
|
emitter_transform.translation.x = ops::sin(emitter.stopwatch.elapsed_secs()) * 3.0;
|
|
emitter_transform.translation.z = ops::cos(emitter.stopwatch.elapsed_secs()) * 3.0;
|
|
}
|
|
}
|
|
}
|
|
|
|
fn update_listener(
|
|
keyboard: Res<ButtonInput<KeyCode>>,
|
|
time: Res<Time>,
|
|
mut listeners: Single<&mut Transform, With<SpatialListener>>,
|
|
) {
|
|
let speed = 2.;
|
|
|
|
if keyboard.pressed(KeyCode::ArrowRight) {
|
|
listeners.translation.x += speed * time.delta_secs();
|
|
}
|
|
if keyboard.pressed(KeyCode::ArrowLeft) {
|
|
listeners.translation.x -= speed * time.delta_secs();
|
|
}
|
|
if keyboard.pressed(KeyCode::ArrowDown) {
|
|
listeners.translation.z += speed * time.delta_secs();
|
|
}
|
|
if keyboard.pressed(KeyCode::ArrowUp) {
|
|
listeners.translation.z -= speed * time.delta_secs();
|
|
}
|
|
}
|