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# Objective Make ```DynamicSceneBuilder``` more visible to new bevy learners! ```DynamicSceneBuilder``` is likely to be the most appropriate tool to use when creating dynamic scenes in all but the simplest scenarios. However, it's not mentioned in the scene example. This PR aims to fix this. ## Solution I've modified the comment above where the ```DynamicScene``` is created to note that ```DynamicSceneBuilder``` can also be used to create the scene. I believe this is the best approach to introduce ```DynamicSceneBuilder``` without adding additional complexity to the example.
163 lines
6.2 KiB
Rust
163 lines
6.2 KiB
Rust
//! This example illustrates loading scenes from files.
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use bevy::{prelude::*, tasks::IoTaskPool, utils::Duration};
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use std::{fs::File, io::Write};
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fn main() {
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App::new()
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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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.register_type::<ResourceA>()
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.add_systems(
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Startup,
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(save_scene_system, load_scene_system, infotext_system),
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)
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.add_systems(Update, log_system)
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.run();
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}
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// Registered components must implement the `Reflect` and `FromWorld` 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 `FromWorld` 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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// `FromWorld`). The simplest registered component just needs these three derives:
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#[derive(Component, 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(skip_serializing)] attribute. This is also generally where the `FromWorld`
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// trait comes into play. `FromWorld` gives you access to your App's current ECS `Resources`
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// when you construct your component.
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#[derive(Component, 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(skip_serializing)]
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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.resource::<Time>();
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ComponentB {
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_time_since_startup: time.elapsed(),
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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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// Resources can be serialized in scenes as well, with the same requirements `Component`s have.
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#[derive(Resource, Reflect, Default)]
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#[reflect(Resource)]
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struct ResourceA {
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pub score: u32,
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}
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// The initial scene file will be loaded below and not change when the scene is saved
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const SCENE_FILE_PATH: &str = "scenes/load_scene_example.scn.ron";
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// The new, updated scene data will be saved here so that you can see the changes
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const NEW_SCENE_FILE_PATH: &str = "scenes/load_scene_example-new.scn.ron";
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fn load_scene_system(mut commands: Commands, asset_server: Res<AssetServer>) {
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// "Spawning" a scene bundle creates a new entity and spawns new instances
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// of the given scene's entities as children of that entity.
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commands.spawn(DynamicSceneBundle {
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// Scenes are loaded just like any other asset.
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scene: asset_server.load(SCENE_FILE_PATH),
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..default()
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});
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}
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// This system logs all ComponentA components in our world. Try making a change to a ComponentA in
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// load_scene_example.scn. If you enable the `file_watcher` cargo feature you should immediately see
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// the changes appear in the console whenever you make a change.
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fn log_system(
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query: Query<(Entity, &ComponentA), Changed<ComponentA>>,
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res: Option<Res<ResourceA>>,
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) {
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for (entity, component_a) in &query {
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info!(" Entity({})", entity.index());
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info!(
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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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if let Some(res) = res {
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if res.is_added() {
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info!(" New ResourceA: {{ score: {} }}\n", res.score);
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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.
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// You can either create a new one for the scene or use the current World.
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// For demonstration purposes, we'll create a new one.
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let mut scene_world = World::new();
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// The `TypeRegistry` resource contains information about all registered types (including components).
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// This is used to construct scenes, so we'll want to ensure that our previous type registrations
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// exist in this new scene world as well.
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// To do this, we can simply clone the `AppTypeRegistry` resource.
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let type_registry = world.resource::<AppTypeRegistry>().clone();
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scene_world.insert_resource(type_registry);
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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((
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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.spawn(ComponentA { x: 3.0, y: 4.0 });
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scene_world.insert_resource(ResourceA { score: 1 });
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// With our sample world ready to go, we can now create our scene using DynamicScene or DynamicSceneBuilder.
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// For simplicity, we will create our scene using DynamicScene:
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let scene = DynamicScene::from_world(&scene_world);
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// Scenes can be serialized like this:
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let type_registry = world.resource::<AppTypeRegistry>();
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let serialized_scene = scene.serialize_ron(type_registry).unwrap();
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// Showing the scene in the console
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info!("{}", serialized_scene);
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// Writing the scene to a new file. Using a task to avoid calling the filesystem APIs in a system
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// as they are blocking
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// This can't work in WASM as there is no filesystem access
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#[cfg(not(target_arch = "wasm32"))]
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IoTaskPool::get()
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.spawn(async move {
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// Write the scene RON data to file
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File::create(format!("assets/{NEW_SCENE_FILE_PATH}"))
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.and_then(|mut file| file.write(serialized_scene.as_bytes()))
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.expect("Error while writing scene to file");
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})
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.detach();
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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) {
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commands.spawn(Camera2dBundle::default());
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commands.spawn(
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TextBundle::from_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_size: 50.0,
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..default()
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},
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)
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.with_style(Style {
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align_self: AlignSelf::FlexEnd,
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..default()
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}),
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);
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}
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