bevy/examples/asset/hot_asset_reloading.rs
Carter Anderson b6a647cc01 default() shorthand (#4071)
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`.

```rust
use bevy::prelude::*;

#[derive(Default)]
struct Foo {
  bar: usize,
  baz: usize,
}

// Normally you would do this:
let foo = Foo {
  bar: 10,
  ..Default::default()
};

// But now you can do this:
let foo = Foo {
  bar: 10,
  ..default()
};
```

The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
2022-03-01 20:52:09 +00:00

37 lines
1.3 KiB
Rust

use bevy::{asset::AssetServerSettings, prelude::*};
/// Hot reloading allows you to modify assets on disk and they will be "live reloaded" while your
/// game is running. This lets you immediately see the results of your changes without restarting
/// the game. This example illustrates hot reloading mesh changes.
fn main() {
App::new()
// Tell the asset server to watch for asset changes on disk:
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Load our mesh:
let scene_handle = asset_server.load("models/monkey/Monkey.gltf#Scene0");
// Any changes to the mesh will be reloaded automatically! Try making a change to Monkey.gltf.
// You should see the changes immediately show up in your app.
// mesh
commands.spawn_scene(scene_handle);
// light
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(4.0, 5.0, 4.0),
..default()
});
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(2.0, 2.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}