chore(): docstrings, minor cleanups
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53e68ad58f
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@ -66,14 +66,12 @@ pub(crate) fn materials_inject(
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} else {
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} else {
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let material_file_handle: Handle<Gltf> = asset_server.load(materials_path.clone());
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let material_file_handle: Handle<Gltf> = asset_server.load(materials_path.clone());
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let material_file_id = material_file_handle.id();
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let material_file_id = material_file_handle.id();
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let asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![
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let asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![AssetLoadTracker {
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AssetLoadTracker {
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name: material_full_path,
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name: material_full_path,
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id: material_file_id,
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id: material_file_id,
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loaded: false,
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loaded: false,
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handle: material_file_handle.clone(),
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handle: material_file_handle.clone(),
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}];
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}
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];
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commands
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commands
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.entity(entity)
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.entity(entity)
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@ -46,10 +46,12 @@ pub struct AddToGameWorld;
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/// helper component, just to transfer child data
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/// helper component, just to transfer child data
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pub(crate) struct OriginalChildren(pub Vec<Entity>);
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pub(crate) struct OriginalChildren(pub Vec<Entity>);
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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#[reflect(Component)]
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pub struct BlueprintsList(pub HashMap<String, Vec<String>>);
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pub struct BlueprintsList(pub HashMap<String, Vec<String>>);
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/// helper component, for tracking loaded assets's loading state, id , handle etc
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#[derive(Default, Debug)]
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#[derive(Default, Debug)]
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pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
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pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
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#[allow(dead_code)]
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#[allow(dead_code)]
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@ -59,19 +61,25 @@ pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
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#[allow(dead_code)]
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#[allow(dead_code)]
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pub handle: Handle<T>,
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pub handle: Handle<T>,
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}
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}
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/// helper component, for tracking loaded assets
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#[derive(Component, Debug)]
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#[derive(Component, Debug)]
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pub(crate) struct AssetsToLoad<T: bevy::prelude::Asset> {
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pub(crate) struct AssetsToLoad<T: bevy::prelude::Asset> {
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pub all_loaded: bool,
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pub all_loaded: bool,
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pub asset_infos: Vec<AssetLoadTracker<T>>,
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pub asset_infos: Vec<AssetLoadTracker<T>>,
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pub progress: f32,
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pub progress: f32,
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}
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}
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impl <T: bevy::prelude::Asset>Default for AssetsToLoad<T> {
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impl<T: bevy::prelude::Asset> Default for AssetsToLoad<T> {
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fn default() -> Self {
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fn default() -> Self {
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Self { all_loaded: Default::default(), asset_infos: Default::default(), progress: Default::default() }
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Self {
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all_loaded: Default::default(),
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asset_infos: Default::default(),
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progress: Default::default(),
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}
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}
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}
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}
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}
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/// flag component
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/// flag component, usually added when a blueprint is loaded
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#[derive(Component)]
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#[derive(Component)]
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pub(crate) struct BlueprintAssetsLoaded;
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pub(crate) struct BlueprintAssetsLoaded;
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/// flag component
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/// flag component
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@ -221,7 +229,7 @@ pub(crate) fn spawn_from_blueprints(
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name,
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name,
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) in spawn_placeholders.iter()
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) in spawn_placeholders.iter()
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{
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{
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info!(
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debug!(
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"attempting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
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"attempting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
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blupeprint_name.0, name, entity, original_parent
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blupeprint_name.0, name, entity, original_parent
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);
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);
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