chore(): docstrings, minor cleanups

This commit is contained in:
kaosat.dev 2024-03-18 14:51:43 +01:00
parent 53e68ad58f
commit 1891903f03
2 changed files with 18 additions and 12 deletions

View File

@ -66,14 +66,12 @@ pub(crate) fn materials_inject(
} else {
let material_file_handle: Handle<Gltf> = asset_server.load(materials_path.clone());
let material_file_id = material_file_handle.id();
let asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![
AssetLoadTracker {
let asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![AssetLoadTracker {
name: material_full_path,
id: material_file_id,
loaded: false,
handle: material_file_handle.clone(),
}
];
}];
commands
.entity(entity)

View File

@ -46,10 +46,12 @@ pub struct AddToGameWorld;
/// helper component, just to transfer child data
pub(crate) struct OriginalChildren(pub Vec<Entity>);
/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct BlueprintsList(pub HashMap<String, Vec<String>>);
/// helper component, for tracking loaded assets's loading state, id , handle etc
#[derive(Default, Debug)]
pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
#[allow(dead_code)]
@ -59,6 +61,8 @@ pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
#[allow(dead_code)]
pub handle: Handle<T>,
}
/// helper component, for tracking loaded assets
#[derive(Component, Debug)]
pub(crate) struct AssetsToLoad<T: bevy::prelude::Asset> {
pub all_loaded: bool,
@ -67,11 +71,15 @@ pub(crate) struct AssetsToLoad<T: bevy::prelude::Asset> {
}
impl<T: bevy::prelude::Asset> Default for AssetsToLoad<T> {
fn default() -> Self {
Self { all_loaded: Default::default(), asset_infos: Default::default(), progress: Default::default() }
Self {
all_loaded: Default::default(),
asset_infos: Default::default(),
progress: Default::default(),
}
}
}
/// flag component
/// flag component, usually added when a blueprint is loaded
#[derive(Component)]
pub(crate) struct BlueprintAssetsLoaded;
/// flag component
@ -221,7 +229,7 @@ pub(crate) fn spawn_from_blueprints(
name,
) in spawn_placeholders.iter()
{
info!(
debug!(
"attempting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
blupeprint_name.0, name, entity, original_parent
);