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https://github.com/bevyengine/bevy
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81b53d15d4
Resolves #1253 #1562 This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder. In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions. I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
123 lines
4.8 KiB
Rust
123 lines
4.8 KiB
Rust
use bevy::{prelude::*, reflect::TypeRegistry, utils::Duration};
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/// This example illustrates loading and saving scenes from files
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fn main() {
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App::build()
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.add_plugins(DefaultPlugins)
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.register_type::<ComponentA>()
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.register_type::<ComponentB>()
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.add_startup_system(save_scene_system.exclusive_system())
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.add_startup_system(load_scene_system.system())
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.add_startup_system(infotext_system.system())
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.add_system(print_system.system())
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.run();
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}
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// Registered components must implement the `Reflect` and `FromResources` traits.
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// The `Reflect` trait enables serialization, deserialization, and dynamic property access.
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// `Reflect` enable a bunch of cool behaviors, so its worth checking out the dedicated `reflect.rs`
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// example. The `FromResources` trait determines how your component is constructed when it loads.
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// For simple use cases you can just implement the `Default` trait (which automatically implements
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// FromResources). The simplest registered component just needs these two derives:
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#[derive(Reflect, Default)]
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#[reflect(Component)] // this tells the reflect derive to also reflect component behaviors
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struct ComponentA {
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pub x: f32,
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pub y: f32,
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}
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// Some components have fields that cannot (or should not) be written to scene files. These can be
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// ignored with the #[reflect(ignore)] attribute. This is also generally where the `FromResources`
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// trait comes into play. `FromResources` gives you access to your App's current ECS `Resources`
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// when you construct your component.
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#[derive(Reflect)]
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#[reflect(Component)]
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struct ComponentB {
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pub value: String,
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#[reflect(ignore)]
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pub time_since_startup: Duration,
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}
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impl FromWorld for ComponentB {
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fn from_world(world: &mut World) -> Self {
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let time = world.get_resource::<Time>().unwrap();
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ComponentB {
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time_since_startup: time.time_since_startup(),
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value: "Default Value".to_string(),
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}
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}
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}
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fn load_scene_system(asset_server: Res<AssetServer>, mut scene_spawner: ResMut<SceneSpawner>) {
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// Scenes are loaded just like any other asset.
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let scene_handle: Handle<DynamicScene> = asset_server.load("scenes/load_scene_example.scn.ron");
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// SceneSpawner can "spawn" scenes. "Spawning" a scene creates a new instance of the scene in
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// the World with new entity ids. This guarantees that it will not overwrite existing
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// entities.
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scene_spawner.spawn_dynamic(scene_handle);
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// This tells the AssetServer to watch for changes to assets.
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// It enables our scenes to automatically reload in game when we modify their files
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asset_server.watch_for_changes().unwrap();
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}
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// This system prints all ComponentA components in our world. Try making a change to a ComponentA in
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// load_scene_example.scn. You should immediately see the changes appear in the console.
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fn print_system(query: Query<(Entity, &ComponentA), Changed<ComponentA>>) {
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for (entity, component_a) in query.iter() {
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println!(" Entity({})", entity.id());
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println!(
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" ComponentA: {{ x: {} y: {} }}\n",
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component_a.x, component_a.y
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);
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}
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}
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fn save_scene_system(world: &mut World) {
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// Scenes can be created from any ECS World. You can either create a new one for the scene or
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// use the current World.
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let mut scene_world = World::new();
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let mut component_b = ComponentB::from_world(world);
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component_b.value = "hello".to_string();
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scene_world.spawn().insert_bundle((
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component_b,
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ComponentA { x: 1.0, y: 2.0 },
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Transform::identity(),
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));
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scene_world
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.spawn()
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.insert_bundle((ComponentA { x: 3.0, y: 4.0 },));
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// The TypeRegistry resource contains information about all registered types (including
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// components). This is used to construct scenes.
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let type_registry = world.get_resource::<TypeRegistry>().unwrap();
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let scene = DynamicScene::from_world(&scene_world, &type_registry);
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// Scenes can be serialized like this:
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println!("{}", scene.serialize_ron(&type_registry).unwrap());
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// TODO: save scene
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}
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// This is only necessary for the info message in the UI. See examples/ui/text.rs for a standalone
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// text example.
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fn infotext_system(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn_bundle(UiCameraBundle::default());
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commands.spawn_bundle(TextBundle {
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style: Style {
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align_self: AlignSelf::FlexEnd,
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..Default::default()
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},
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text: Text::with_section(
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"Nothing to see in this window! Check the console output!",
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TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 50.0,
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color: Color::WHITE,
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},
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Default::default(),
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),
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..Default::default()
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});
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}
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