mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
b6a647cc01
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.
123 lines
4.7 KiB
Rust
123 lines
4.7 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::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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.add_startup_system(save_scene_system.exclusive_system())
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.add_startup_system(load_scene_system)
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.add_startup_system(infotext_system)
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.add_system(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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// FromResources). The simplest registered component just needs these two 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(ignore)] 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(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.resource::<Time>();
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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 logs 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 log_system(query: Query<(Entity, &ComponentA), Changed<ComponentA>>) {
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for (entity, component_a) in query.iter() {
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info!(" Entity({})", entity.id());
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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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}
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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.resource::<TypeRegistry>();
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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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info!("{}", 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()
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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()
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});
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}
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