feat(Blenvy:Bevy): cleaning up
* removed clutter * moved hot reload to seperate module * added back "assets loaded" event, removed useless events * registered HideUntilReady component for users * minor tweaks & cleanups
This commit is contained in:
parent
bef709a0ed
commit
3099f98532
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@ -5,7 +5,7 @@ use bevy::prelude::*;
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use bevy::scene::SceneInstance;
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// use bevy::utils::hashbrown::HashSet;
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use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, BlueprintReadyForPostProcess, BlueprintInstanceReady, BlueprintSpawning, SpawnTrackRoot, SubBlueprintsSpawnTracker};
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use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, BlueprintReadyForPostProcess, BlueprintInstanceReady, BlueprintSpawning, SubBlueprintSpawnRoot, SubBlueprintsSpawnTracker};
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use crate::{SpawnHere, Spawned};
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use crate::{
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BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
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@ -32,7 +32,7 @@ pub(crate) fn spawned_blueprint_post_process( // rename to '
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&BlueprintInfo,
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// sub blueprint instances tracker
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Option<&SpawnTrackRoot>
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Option<&SubBlueprintSpawnRoot>
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),
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(With<SpawnHere>, With<SceneInstance>, Added<BlueprintReadyForPostProcess>),
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>,
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@ -0,0 +1,48 @@
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use bevy::prelude::*;
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use bevy::asset::{AssetEvent, LoadedUntypedAsset};
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use bevy::scene::SceneInstance;
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use crate::{BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintInfo, SpawnHere};
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pub(crate) fn react_to_asset_changes(
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mut gltf_events: EventReader<AssetEvent<Gltf>>,
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mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
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mut blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState, Option<&Children>)>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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for event in gltf_events.read() {
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// LoadedUntypedAsset
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match event {
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AssetEvent::Modified { id } => {
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// React to the image being modified
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// println!("Modified gltf {:?}", asset_server.get_path(*id));
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for (entity, entity_name, blueprint_info, mut assets_to_load, children) in blueprint_assets.iter_mut() {
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for tracker in assets_to_load.asset_infos.iter_mut() {
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if asset_server.get_path(*id).is_some() {
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if tracker.path == asset_server.get_path(*id).unwrap().to_string() {
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println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
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if children.is_some() {
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for child in children.unwrap().iter(){
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commands.entity(*child).despawn_recursive();
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}
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}
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commands.entity(entity)
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.remove::<BlueprintAssetsLoaded>()
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.remove::<SceneInstance>()
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.remove::<BlueprintAssetsLoadState>()
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.insert(SpawnHere);
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break;
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}
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}
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}
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}
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}
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_ => {}
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}
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}
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}
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@ -16,6 +16,9 @@ pub use materials::*;
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pub mod copy_components;
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pub use copy_components::*;
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pub mod hot_reload;
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pub use hot_reload::*;
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use core::fmt;
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use std::path::PathBuf;
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@ -98,6 +101,7 @@ impl Plugin for BlueprintsPlugin {
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app
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.register_watching_for_changes()
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.add_event::<BlueprintEvent>()
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.register_type::<BlueprintInfo>()
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.register_type::<MaterialInfo>()
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@ -116,10 +120,9 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<Vec<String>>()
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.register_type::<BlueprintAssets>()
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.add_event::<BlueprintEvent>()
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.register_type::<HashMap<String, Vec<String>>>()
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.register_type::<HideUntilReady>()
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.configure_sets(
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Update,
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(GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)
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@ -1,6 +1,6 @@
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use std::path::{Path, PathBuf};
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use bevy::{asset::LoadedUntypedAsset, ecs::entity, gltf::Gltf, prelude::*, render::view::visibility, scene::SceneInstance, transform::commands, utils::hashbrown::HashMap};
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use bevy::{gltf::Gltf, prelude::*, render::view::visibility, scene::SceneInstance, transform::commands, utils::hashbrown::HashMap};
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use serde_json::Value;
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use crate::{BlueprintAssets, BlueprintAssetsLoadState, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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@ -60,7 +60,8 @@ pub struct AddToGameWorld;
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pub(crate) struct OriginalChildren(pub Vec<Entity>);
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#[derive(Component)]
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// You can add this component to a blueprint instance, and the instance will be hidden until it is ready
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/// You usually want to use this for worlds/level spawning , or dynamic spawning at runtime, but not when you are adding blueprint instances to an existing entity
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/// as it would first become invisible before re-appearing again
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@ -69,29 +70,20 @@ pub struct HideUntilReady;
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#[derive(Event, Debug)]
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pub enum BlueprintEvent {
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/// event fired when a blueprint has finished loading its assets & before it attempts spawning
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/// event fired when a blueprint has finished loading all of its assets & before it attempts spawning
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AssetsLoaded {
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entity: Entity,
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blueprint_name: String,
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blueprint_path: String,
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// TODO: add assets list ?
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},
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/// event fired when a blueprint is COMPLETELY done spawning ie
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/// - all its assets have been loaded
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/// - the spawning attempt has been sucessfull
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Spawned {
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entity: Entity,
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blueprint_name: String,
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blueprint_path: String,
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},
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///
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InstanceReady {
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entity: Entity,
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blueprint_name: String,
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blueprint_path: String,
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}
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}
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@ -105,7 +97,7 @@ pub struct DynamicBlueprintInstance;
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// TODO: move these somewhere else ?
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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/// component gets added when a blueprint starts spawning, removed when spawning is done
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/// component gets added when a blueprint starts spawning, removed when spawning is completely done
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pub struct BlueprintSpawning;
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@ -116,15 +108,13 @@ pub(crate) fn blueprints_prepare_spawn(
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(
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Entity,
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&BlueprintInfo,
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Option<&Parent>,
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Option<&BlueprintAssets>,
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),(Added<SpawnHere>)
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>,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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) {
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for (entity, blueprint_info, parent, all_assets) in blueprint_instances_to_spawn.iter() {
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for (entity, blueprint_info) in blueprint_instances_to_spawn.iter() {
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info!("BLUEPRINT: to spawn detected: {:?} path:{:?}", blueprint_info.name, blueprint_info.path);
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//println!("all assets {:?}", all_assets);
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//////////////
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@ -206,7 +196,7 @@ asset_server: Res<AssetServer>,
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pub(crate) fn blueprints_check_assets_loading(
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mut blueprint_assets_to_load: Query<
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(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState),
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(Entity, &BlueprintInfo, &mut BlueprintAssetsLoadState),
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With<BlueprintAssetsNotLoaded>,
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>,
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asset_server: Res<AssetServer>,
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@ -214,7 +204,7 @@ pub(crate) fn blueprints_check_assets_loading(
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mut blueprint_events: EventWriter<BlueprintEvent>,
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) {
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for (entity, entity_name, blueprint_info, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
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for (entity, blueprint_info, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
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let mut all_loaded = true;
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let mut loaded_amount = 0;
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let total = assets_to_load.asset_infos.len();
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@ -244,7 +234,7 @@ pub(crate) fn blueprints_check_assets_loading(
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if all_loaded {
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assets_to_load.all_loaded = true;
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// println!("LOADING: DONE for ALL assets of {:?} (instance of {}), preparing for spawn", entity_name, blueprint_info.path);
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// blueprint_events.send(BlueprintEvent::AssetsLoaded {blueprint_name:"".into(), blueprint_path: blueprint_info.path.clone() });
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blueprint_events.send(BlueprintEvent::AssetsLoaded {entity: entity,blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone() });
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commands
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.entity(entity)
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@ -335,6 +325,7 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
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}
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}
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// TODO: not a fan of this
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let mut named_animations:HashMap<String, Handle<AnimationClip>> = HashMap::new() ;
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for (key, value) in gltf.named_animations.iter() {
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named_animations.insert(key.to_string(), value.clone());
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},
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));
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if hide_until_ready.is_some() {
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commands.entity(entity).insert(Visibility::Hidden); // visibility:
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if original_parent.is_none() {
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// only allow hiding until ready when the entity does not have a parent (?)
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if hide_until_ready.is_some() {
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commands.entity(entity).insert(Visibility::Hidden); // visibility:
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}
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// only allow automatically adding a newly spawned blueprint instance to the "world", if the entity does not have a parent
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if add_to_world.is_some() {
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let world = game_world
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.get_single_mut()
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.expect("there should be a game world present");
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commands.entity(world).add_child(entity);
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}
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}
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// only allow automatically adding a newly spawned blueprint instance to the "world", if the entity does not have a parent
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if add_to_world.is_some() && original_parent.is_some() {
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let world = game_world
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.get_single_mut()
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.expect("there should be a game world present");
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commands.entity(world).add_child(entity);
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}
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}
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}
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@ -377,7 +371,7 @@ pub struct SubBlueprintsSpawnTracker{
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#[derive(Component, Reflect, Debug)]
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#[reflect(Component)]
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pub struct SpawnTrackRoot(pub Entity);
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pub struct SubBlueprintSpawnRoot(pub Entity);
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#[derive(Component, Reflect, Debug)]
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#[reflect(Component)]
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@ -388,12 +382,8 @@ pub struct BlueprintSceneSpawned;
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#[reflect(Component)]
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pub struct BlueprintChildrenReady;
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#[derive(Component, Reflect, Debug)]
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#[reflect(Component)]
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pub struct BlueprintReadyForPostProcess;
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pub(crate) fn blueprints_scenes_spawned(
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spawned_blueprint_scene_instances: Query<(Entity, Option<&Name>, Option<&Children>, Option<&SpawnTrackRoot>), (With<BlueprintSpawning>, Added<SceneInstance>)>,
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spawned_blueprint_scene_instances: Query<(Entity, Option<&Name>, Option<&Children>, Option<&SubBlueprintSpawnRoot>), (With<BlueprintSpawning>, Added<SceneInstance>)>,
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with_blueprint_infos : Query<(Entity, Option<&Name>), With<BlueprintInfo>>,
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all_children: Query<&Children>,
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@ -417,22 +407,17 @@ pub(crate) fn blueprints_scenes_spawned(
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if with_blueprint_infos.get(parent).is_ok() {
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println!("found a parent with blueprint_info {:?} for {:?}", all_names.get(parent), all_names.get(entity));
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commands.entity(entity).insert(SpawnTrackRoot(parent));// Injecting to know which entity is the root
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commands.entity(entity).insert(SubBlueprintSpawnRoot(parent));// Injecting to know which entity is the root
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break;
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}
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}
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}
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if children.is_some() {
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for child in all_children.iter_descendants(entity) {
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if with_blueprint_infos.get(child).is_ok() {
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// println!("Parent blueprint instance of {:?} is {:?}", all_names.get(child), all_names.get(entity));
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for parent in all_parents.iter_ancestors(child) {
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if with_blueprint_infos.get(parent).is_ok() {
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@ -440,7 +425,7 @@ pub(crate) fn blueprints_scenes_spawned(
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//println!("yohoho");
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println!("Parent blueprint instance of {:?} is {:?}", all_names.get(child), all_names.get(parent));
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commands.entity(child).insert(SpawnTrackRoot(entity));// Injecting to know which entity is the root
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commands.entity(child).insert(SubBlueprintSpawnRoot(entity));// Injecting to know which entity is the root
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tracker_data.insert(child, false);
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@ -448,7 +433,6 @@ pub(crate) fn blueprints_scenes_spawned(
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if let Ok(nname) = all_names.get(child) {
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sub_blueprint_instance_names.push(nname.clone());
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}
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/*if track_root.is_some() {
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let prev_root = track_root.unwrap().0;
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// if we already had a track root, and it is different from the current entity , change the previous track root's list of children
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@ -457,20 +441,14 @@ pub(crate) fn blueprints_scenes_spawned(
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tracker.1.sub_blueprint_instances.remove(&child);
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}
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}*/
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}
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break;
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}
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}
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}
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}
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}
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println!("sub blueprint instances {:?}", sub_blueprint_instance_names);
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// TODO: how about when no sub blueprints are present
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@ -485,11 +463,14 @@ pub(crate) fn blueprints_scenes_spawned(
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// could be done differently, by notifying each parent of a spawning blueprint that this child is done spawning ?
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// perhaps using component hooks or observers (ie , if a ComponentSpawning + Parent)
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use crate:: CopyComponents;
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use std::any::TypeId;
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#[derive(Component, Reflect, Debug)]
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#[reflect(Component)]
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pub struct BlueprintReadyForPostProcess;
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/// this system is in charge of doing component transfers & co
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/// - it removes one level of useless nesting
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/// - it copies the blueprint's root components to the entity it was spawned on (original entity)
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@ -501,7 +482,7 @@ pub(crate) fn blueprints_transfer_components(
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&Children,
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&OriginalChildren,
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Option<&Name>,
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Option<&SpawnTrackRoot>),
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Option<&SubBlueprintSpawnRoot>),
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Added<BlueprintChildrenReady>
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>,
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mut sub_blueprint_trackers: Query<(Entity, &mut SubBlueprintsSpawnTracker, &BlueprintInfo)>,
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@ -548,9 +529,7 @@ pub(crate) fn blueprints_transfer_components(
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commands.entity(original)
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.insert(BlueprintReadyForPostProcess); // Tag the entity so any systems dealing with post processing can know it is now their "turn"
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// commands.entity(original).remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
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//commands.entity(original).remove::<BlueprintAssetsLoadState>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
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//commands.entity(original).remove::<BlueprintAssetsLoaded>();
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commands.entity(blueprint_root_entity).despawn_recursive(); // Remove the root entity that comes from the spawned-in scene
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@ -598,8 +577,12 @@ pub(crate) fn blueprints_finalize_instances(
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.remove::<SpawnHere>()
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.remove::<BlueprintSpawning>()
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.remove::<BlueprintReadyForPostProcess>()
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// .remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
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//.remove::<BlueprintAssetsLoadState>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
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//.remove::<BlueprintAssetsLoaded>();
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.insert(BlueprintInstanceReady)
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;
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if hide_until_ready.is_some() {
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println!("REVEAAAL");
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commands.entity(entity).insert(Visibility::Visible);
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@ -626,52 +609,3 @@ BlueprintSpawning
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- bubble information up to parent blueprint instance
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- if all sub_blueprints are ready => Parent blueprint Instance is ready
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*/
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// HOT RELOAD
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use bevy::asset::AssetEvent;
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pub(crate) fn react_to_asset_changes(
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mut gltf_events: EventReader<AssetEvent<Gltf>>,
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mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
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mut blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState, Option<&Children>)>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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for event in gltf_events.read() {
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// LoadedUntypedAsset
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match event {
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AssetEvent::Modified { id } => {
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// React to the image being modified
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// println!("Modified gltf {:?}", asset_server.get_path(*id));
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for (entity, entity_name, blueprint_info, mut assets_to_load, children) in blueprint_assets.iter_mut() {
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for tracker in assets_to_load.asset_infos.iter_mut() {
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if asset_server.get_path(*id).is_some() {
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if tracker.path == asset_server.get_path(*id).unwrap().to_string() {
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println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
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if children.is_some() {
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for child in children.unwrap().iter(){
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commands.entity(*child).despawn_recursive();
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}
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}
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commands.entity(entity)
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.remove::<BlueprintAssetsLoaded>()
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.remove::<SceneInstance>()
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.remove::<BlueprintAssetsLoadState>()
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.insert(SpawnHere);
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break;
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}
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}
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}
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}
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}
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_ => {}
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||||
}
|
||||
}
|
||||
}
|
|
@ -13424,6 +13424,17 @@
|
|||
"type": "object",
|
||||
"typeInfo": "Struct"
|
||||
},
|
||||
"blenvy::blueprints::spawn_from_blueprints::HideUntilReady": {
|
||||
"additionalProperties": false,
|
||||
"isComponent": true,
|
||||
"isResource": false,
|
||||
"long_name": "blenvy::blueprints::spawn_from_blueprints::HideUntilReady",
|
||||
"properties": {},
|
||||
"required": [],
|
||||
"short_name": "HideUntilReady",
|
||||
"type": "object",
|
||||
"typeInfo": "Struct"
|
||||
},
|
||||
"blenvy::blueprints::spawn_from_blueprints::SpawnHere": {
|
||||
"additionalProperties": false,
|
||||
"isComponent": true,
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
use bevy::prelude::*;
|
||||
use blenvy::{BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SpawnHere};
|
||||
use blenvy::{AddToGameWorld, BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SpawnHere};
|
||||
use crate::{GameState, InAppRunning};
|
||||
|
||||
//use bevy_rapier3d::prelude::Velocity;
|
||||
|
@ -69,7 +69,7 @@ pub fn spawn_test(
|
|||
DynamicBlueprintInstance,
|
||||
bevy::prelude::Name::from(format!("test{}", name_index)),
|
||||
HideUntilReady,
|
||||
// SpawnHere,
|
||||
AddToGameWorld,
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
/*Velocity {
|
||||
linvel: Vec3::new(vel_x, vel_y, vel_z),
|
||||
|
@ -77,6 +77,6 @@ pub fn spawn_test(
|
|||
},*/
|
||||
))
|
||||
.id();
|
||||
commands.entity(world).add_child(new_entity);
|
||||
//commands.entity(world).add_child(new_entity);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -137,7 +137,10 @@ fn check_for_gltf_events(
|
|||
BlueprintEvent::InstanceReady{entity, blueprint_name, blueprint_path} => {
|
||||
info!("BLUEPRINT EVENT: {:?} for {:?}", event, all_names.get(*entity));
|
||||
|
||||
}
|
||||
},
|
||||
BlueprintEvent::AssetsLoaded { entity, blueprint_name, blueprint_path }=> {
|
||||
info!("BLUEPRINT EVENT: {:?} for {:?}", event, all_names.get(*entity));
|
||||
},
|
||||
_=> {
|
||||
info!("BLUEPRINT EVENT: {:?}", event);
|
||||
}
|
||||
|
|
|
@ -215,7 +215,9 @@ Blender side:
|
|||
|
||||
Bevy Side:
|
||||
- [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
|
||||
- [ ] make blueprint instances invisible until spawning is done to avoid "spawn flash"?
|
||||
- [x] make blueprint instances invisible until spawning is done to avoid "spawn flash"?
|
||||
- [x] make this controlable via an additional "HideUntilReady" component
|
||||
- [x] register "HideUntilReady" so users can set this on their blueprints in Blender directly
|
||||
- [ ] restructure blueprint spawning
|
||||
- [x] "blueprint ready" only be triggered after all its sub blueprints are ready
|
||||
- [x] "blueprintInstance ready"/finished
|
||||
|
@ -223,7 +225,7 @@ Bevy Side:
|
|||
BlueprintSceneSpawned
|
||||
BlueprintChildrenReady
|
||||
BlueprintReadyForPostProcess
|
||||
- [ ] fix issues with deeply nested blueprints
|
||||
- [x] fix issues with deeply nested blueprints
|
||||
- perhaps reverse logic by using iter_ascendants
|
||||
- [x] fix materials handling
|
||||
- [ ] fix animations handling
|
||||
|
@ -235,7 +237,7 @@ Bevy Side:
|
|||
- [ ] other examples without interactions or physics
|
||||
- [ ] add hot reloading
|
||||
- [x] basics
|
||||
- [ ] make it enabled/disabled based on general flag
|
||||
- [x] make it enabled/disabled based on general flag
|
||||
- [ ] cleanup internals
|
||||
- [ ] review & change general component insertion & spawning ordering & logic
|
||||
- GltfComponentsSet::Injection => GltfBlueprintsSet::Spawn => GltfBlueprintsSet::AfterSpawn
|
||||
|
|
Loading…
Reference in New Issue