mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 11:50:53 +00:00
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
@ -5,7 +5,7 @@ use bevy::prelude::*;
|
||||
use bevy::scene::SceneInstance;
|
||||
// use bevy::utils::hashbrown::HashSet;
|
||||
|
||||
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, BlueprintReadyForPostProcess, BlueprintInstanceReady, BlueprintSpawning, SpawnTrackRoot, SubBlueprintsSpawnTracker};
|
||||
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, BlueprintReadyForPostProcess, BlueprintInstanceReady, BlueprintSpawning, SubBlueprintSpawnRoot, SubBlueprintsSpawnTracker};
|
||||
use crate::{SpawnHere, Spawned};
|
||||
use crate::{
|
||||
BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
|
||||
@ -32,7 +32,7 @@ pub(crate) fn spawned_blueprint_post_process( // rename to '
|
||||
&BlueprintInfo,
|
||||
|
||||
// sub blueprint instances tracker
|
||||
Option<&SpawnTrackRoot>
|
||||
Option<&SubBlueprintSpawnRoot>
|
||||
),
|
||||
(With<SpawnHere>, With<SceneInstance>, Added<BlueprintReadyForPostProcess>),
|
||||
>,
|
||||
|
48
crates/blenvy/src/blueprints/hot_reload.rs
Normal file
48
crates/blenvy/src/blueprints/hot_reload.rs
Normal file
@ -0,0 +1,48 @@
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy::asset::{AssetEvent, LoadedUntypedAsset};
|
||||
use bevy::scene::SceneInstance;
|
||||
use crate::{BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintInfo, SpawnHere};
|
||||
|
||||
pub(crate) fn react_to_asset_changes(
|
||||
mut gltf_events: EventReader<AssetEvent<Gltf>>,
|
||||
mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
|
||||
mut blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState, Option<&Children>)>,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
|
||||
) {
|
||||
|
||||
for event in gltf_events.read() {
|
||||
// LoadedUntypedAsset
|
||||
match event {
|
||||
AssetEvent::Modified { id } => {
|
||||
// React to the image being modified
|
||||
// println!("Modified gltf {:?}", asset_server.get_path(*id));
|
||||
for (entity, entity_name, blueprint_info, mut assets_to_load, children) in blueprint_assets.iter_mut() {
|
||||
for tracker in assets_to_load.asset_infos.iter_mut() {
|
||||
if asset_server.get_path(*id).is_some() {
|
||||
if tracker.path == asset_server.get_path(*id).unwrap().to_string() {
|
||||
println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
|
||||
if children.is_some() {
|
||||
for child in children.unwrap().iter(){
|
||||
commands.entity(*child).despawn_recursive();
|
||||
}
|
||||
}
|
||||
commands.entity(entity)
|
||||
.remove::<BlueprintAssetsLoaded>()
|
||||
.remove::<SceneInstance>()
|
||||
.remove::<BlueprintAssetsLoadState>()
|
||||
.insert(SpawnHere);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
@ -16,6 +16,9 @@ pub use materials::*;
|
||||
pub mod copy_components;
|
||||
pub use copy_components::*;
|
||||
|
||||
pub mod hot_reload;
|
||||
pub use hot_reload::*;
|
||||
|
||||
use core::fmt;
|
||||
use std::path::PathBuf;
|
||||
|
||||
@ -98,6 +101,7 @@ impl Plugin for BlueprintsPlugin {
|
||||
app
|
||||
.register_watching_for_changes()
|
||||
|
||||
.add_event::<BlueprintEvent>()
|
||||
|
||||
.register_type::<BlueprintInfo>()
|
||||
.register_type::<MaterialInfo>()
|
||||
@ -116,10 +120,9 @@ impl Plugin for BlueprintsPlugin {
|
||||
.register_type::<Vec<String>>()
|
||||
.register_type::<BlueprintAssets>()
|
||||
|
||||
.add_event::<BlueprintEvent>()
|
||||
|
||||
|
||||
.register_type::<HashMap<String, Vec<String>>>()
|
||||
.register_type::<HideUntilReady>()
|
||||
|
||||
.configure_sets(
|
||||
Update,
|
||||
(GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)
|
||||
|
@ -1,6 +1,6 @@
|
||||
use std::path::{Path, PathBuf};
|
||||
|
||||
use bevy::{asset::LoadedUntypedAsset, ecs::entity, gltf::Gltf, prelude::*, render::view::visibility, scene::SceneInstance, transform::commands, utils::hashbrown::HashMap};
|
||||
use bevy::{gltf::Gltf, prelude::*, render::view::visibility, scene::SceneInstance, transform::commands, utils::hashbrown::HashMap};
|
||||
use serde_json::Value;
|
||||
|
||||
use crate::{BlueprintAssets, BlueprintAssetsLoadState, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
|
||||
@ -60,7 +60,8 @@ pub struct AddToGameWorld;
|
||||
pub(crate) struct OriginalChildren(pub Vec<Entity>);
|
||||
|
||||
|
||||
#[derive(Component)]
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// You can add this component to a blueprint instance, and the instance will be hidden until it is ready
|
||||
/// 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
|
||||
/// as it would first become invisible before re-appearing again
|
||||
@ -69,21 +70,13 @@ pub struct HideUntilReady;
|
||||
#[derive(Event, Debug)]
|
||||
pub enum BlueprintEvent {
|
||||
|
||||
/// event fired when a blueprint has finished loading its assets & before it attempts spawning
|
||||
/// event fired when a blueprint has finished loading all of its assets & before it attempts spawning
|
||||
AssetsLoaded {
|
||||
entity: Entity,
|
||||
blueprint_name: String,
|
||||
blueprint_path: String,
|
||||
// TODO: add assets list ?
|
||||
},
|
||||
/// event fired when a blueprint is COMPLETELY done spawning ie
|
||||
/// - all its assets have been loaded
|
||||
/// - the spawning attempt has been sucessfull
|
||||
Spawned {
|
||||
entity: Entity,
|
||||
blueprint_name: String,
|
||||
blueprint_path: String,
|
||||
},
|
||||
|
||||
///
|
||||
InstanceReady {
|
||||
@ -91,7 +84,6 @@ pub enum BlueprintEvent {
|
||||
blueprint_name: String,
|
||||
blueprint_path: String,
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@ -105,7 +97,7 @@ pub struct DynamicBlueprintInstance;
|
||||
// TODO: move these somewhere else ?
|
||||
#[derive(Component, Reflect, Debug, Default)]
|
||||
#[reflect(Component)]
|
||||
/// component gets added when a blueprint starts spawning, removed when spawning is done
|
||||
/// component gets added when a blueprint starts spawning, removed when spawning is completely done
|
||||
pub struct BlueprintSpawning;
|
||||
|
||||
|
||||
@ -116,15 +108,13 @@ pub(crate) fn blueprints_prepare_spawn(
|
||||
(
|
||||
Entity,
|
||||
&BlueprintInfo,
|
||||
Option<&Parent>,
|
||||
Option<&BlueprintAssets>,
|
||||
),(Added<SpawnHere>)
|
||||
>,
|
||||
mut commands: Commands,
|
||||
asset_server: Res<AssetServer>,
|
||||
) {
|
||||
|
||||
for (entity, blueprint_info, parent, all_assets) in blueprint_instances_to_spawn.iter() {
|
||||
for (entity, blueprint_info) in blueprint_instances_to_spawn.iter() {
|
||||
info!("BLUEPRINT: to spawn detected: {:?} path:{:?}", blueprint_info.name, blueprint_info.path);
|
||||
//println!("all assets {:?}", all_assets);
|
||||
//////////////
|
||||
@ -206,7 +196,7 @@ asset_server: Res<AssetServer>,
|
||||
|
||||
pub(crate) fn blueprints_check_assets_loading(
|
||||
mut blueprint_assets_to_load: Query<
|
||||
(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState),
|
||||
(Entity, &BlueprintInfo, &mut BlueprintAssetsLoadState),
|
||||
With<BlueprintAssetsNotLoaded>,
|
||||
>,
|
||||
asset_server: Res<AssetServer>,
|
||||
@ -214,7 +204,7 @@ pub(crate) fn blueprints_check_assets_loading(
|
||||
mut blueprint_events: EventWriter<BlueprintEvent>,
|
||||
|
||||
) {
|
||||
for (entity, entity_name, blueprint_info, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
|
||||
for (entity, blueprint_info, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
|
||||
let mut all_loaded = true;
|
||||
let mut loaded_amount = 0;
|
||||
let total = assets_to_load.asset_infos.len();
|
||||
@ -244,7 +234,7 @@ pub(crate) fn blueprints_check_assets_loading(
|
||||
if all_loaded {
|
||||
assets_to_load.all_loaded = true;
|
||||
// println!("LOADING: DONE for ALL assets of {:?} (instance of {}), preparing for spawn", entity_name, blueprint_info.path);
|
||||
// blueprint_events.send(BlueprintEvent::AssetsLoaded {blueprint_name:"".into(), blueprint_path: blueprint_info.path.clone() });
|
||||
blueprint_events.send(BlueprintEvent::AssetsLoaded {entity: entity,blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone() });
|
||||
|
||||
commands
|
||||
.entity(entity)
|
||||
@ -335,6 +325,7 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: not a fan of this
|
||||
let mut named_animations:HashMap<String, Handle<AnimationClip>> = HashMap::new() ;
|
||||
for (key, value) in gltf.named_animations.iter() {
|
||||
named_animations.insert(key.to_string(), value.clone());
|
||||
@ -353,16 +344,19 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
|
||||
},
|
||||
));
|
||||
|
||||
if hide_until_ready.is_some() {
|
||||
commands.entity(entity).insert(Visibility::Hidden); // visibility:
|
||||
}
|
||||
if original_parent.is_none() {
|
||||
// only allow hiding until ready when the entity does not have a parent (?)
|
||||
if hide_until_ready.is_some() {
|
||||
commands.entity(entity).insert(Visibility::Hidden); // visibility:
|
||||
}
|
||||
|
||||
// only allow automatically adding a newly spawned blueprint instance to the "world", if the entity does not have a parent
|
||||
if add_to_world.is_some() && original_parent.is_some() {
|
||||
let world = game_world
|
||||
.get_single_mut()
|
||||
.expect("there should be a game world present");
|
||||
commands.entity(world).add_child(entity);
|
||||
// only allow automatically adding a newly spawned blueprint instance to the "world", if the entity does not have a parent
|
||||
if add_to_world.is_some() {
|
||||
let world = game_world
|
||||
.get_single_mut()
|
||||
.expect("there should be a game world present");
|
||||
commands.entity(world).add_child(entity);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@ -377,7 +371,7 @@ pub struct SubBlueprintsSpawnTracker{
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct SpawnTrackRoot(pub Entity);
|
||||
pub struct SubBlueprintSpawnRoot(pub Entity);
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
@ -388,12 +382,8 @@ pub struct BlueprintSceneSpawned;
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintChildrenReady;
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintReadyForPostProcess;
|
||||
|
||||
pub(crate) fn blueprints_scenes_spawned(
|
||||
spawned_blueprint_scene_instances: Query<(Entity, Option<&Name>, Option<&Children>, Option<&SpawnTrackRoot>), (With<BlueprintSpawning>, Added<SceneInstance>)>,
|
||||
spawned_blueprint_scene_instances: Query<(Entity, Option<&Name>, Option<&Children>, Option<&SubBlueprintSpawnRoot>), (With<BlueprintSpawning>, Added<SceneInstance>)>,
|
||||
with_blueprint_infos : Query<(Entity, Option<&Name>), With<BlueprintInfo>>,
|
||||
|
||||
all_children: Query<&Children>,
|
||||
@ -417,22 +407,17 @@ pub(crate) fn blueprints_scenes_spawned(
|
||||
if with_blueprint_infos.get(parent).is_ok() {
|
||||
|
||||
println!("found a parent with blueprint_info {:?} for {:?}", all_names.get(parent), all_names.get(entity));
|
||||
commands.entity(entity).insert(SpawnTrackRoot(parent));// Injecting to know which entity is the root
|
||||
commands.entity(entity).insert(SubBlueprintSpawnRoot(parent));// Injecting to know which entity is the root
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if children.is_some() {
|
||||
for child in all_children.iter_descendants(entity) {
|
||||
if with_blueprint_infos.get(child).is_ok() {
|
||||
// println!("Parent blueprint instance of {:?} is {:?}", all_names.get(child), all_names.get(entity));
|
||||
|
||||
|
||||
|
||||
|
||||
for parent in all_parents.iter_ancestors(child) {
|
||||
if with_blueprint_infos.get(parent).is_ok() {
|
||||
|
||||
@ -440,7 +425,7 @@ pub(crate) fn blueprints_scenes_spawned(
|
||||
//println!("yohoho");
|
||||
println!("Parent blueprint instance of {:?} is {:?}", all_names.get(child), all_names.get(parent));
|
||||
|
||||
commands.entity(child).insert(SpawnTrackRoot(entity));// Injecting to know which entity is the root
|
||||
commands.entity(child).insert(SubBlueprintSpawnRoot(entity));// Injecting to know which entity is the root
|
||||
|
||||
tracker_data.insert(child, false);
|
||||
|
||||
@ -448,7 +433,6 @@ pub(crate) fn blueprints_scenes_spawned(
|
||||
if let Ok(nname) = all_names.get(child) {
|
||||
sub_blueprint_instance_names.push(nname.clone());
|
||||
}
|
||||
|
||||
/*if track_root.is_some() {
|
||||
let prev_root = track_root.unwrap().0;
|
||||
// if we already had a track root, and it is different from the current entity , change the previous track root's list of children
|
||||
@ -457,20 +441,14 @@ pub(crate) fn blueprints_scenes_spawned(
|
||||
tracker.1.sub_blueprint_instances.remove(&child);
|
||||
}
|
||||
}*/
|
||||
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
println!("sub blueprint instances {:?}", sub_blueprint_instance_names);
|
||||
|
||||
// TODO: how about when no sub blueprints are present
|
||||
@ -485,11 +463,14 @@ pub(crate) fn blueprints_scenes_spawned(
|
||||
|
||||
// could be done differently, by notifying each parent of a spawning blueprint that this child is done spawning ?
|
||||
// perhaps using component hooks or observers (ie , if a ComponentSpawning + Parent)
|
||||
|
||||
use crate:: CopyComponents;
|
||||
use std::any::TypeId;
|
||||
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintReadyForPostProcess;
|
||||
|
||||
/// this system is in charge of doing component transfers & co
|
||||
/// - it removes one level of useless nesting
|
||||
/// - it copies the blueprint's root components to the entity it was spawned on (original entity)
|
||||
@ -501,7 +482,7 @@ pub(crate) fn blueprints_transfer_components(
|
||||
&Children,
|
||||
&OriginalChildren,
|
||||
Option<&Name>,
|
||||
Option<&SpawnTrackRoot>),
|
||||
Option<&SubBlueprintSpawnRoot>),
|
||||
Added<BlueprintChildrenReady>
|
||||
>,
|
||||
mut sub_blueprint_trackers: Query<(Entity, &mut SubBlueprintsSpawnTracker, &BlueprintInfo)>,
|
||||
@ -548,9 +529,7 @@ pub(crate) fn blueprints_transfer_components(
|
||||
|
||||
commands.entity(original)
|
||||
.insert(BlueprintReadyForPostProcess); // Tag the entity so any systems dealing with post processing can know it is now their "turn"
|
||||
// commands.entity(original).remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
|
||||
//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 ?
|
||||
//commands.entity(original).remove::<BlueprintAssetsLoaded>();
|
||||
|
||||
commands.entity(blueprint_root_entity).despawn_recursive(); // Remove the root entity that comes from the spawned-in scene
|
||||
|
||||
|
||||
@ -598,8 +577,12 @@ pub(crate) fn blueprints_finalize_instances(
|
||||
.remove::<SpawnHere>()
|
||||
.remove::<BlueprintSpawning>()
|
||||
.remove::<BlueprintReadyForPostProcess>()
|
||||
// .remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
|
||||
//.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 ?
|
||||
//.remove::<BlueprintAssetsLoaded>();
|
||||
.insert(BlueprintInstanceReady)
|
||||
;
|
||||
|
||||
if hide_until_ready.is_some() {
|
||||
println!("REVEAAAL");
|
||||
commands.entity(entity).insert(Visibility::Visible);
|
||||
@ -626,52 +609,3 @@ BlueprintSpawning
|
||||
- bubble information up to parent blueprint instance
|
||||
- if all sub_blueprints are ready => Parent blueprint Instance is ready
|
||||
*/
|
||||
|
||||
|
||||
// HOT RELOAD
|
||||
|
||||
|
||||
use bevy::asset::AssetEvent;
|
||||
|
||||
pub(crate) fn react_to_asset_changes(
|
||||
mut gltf_events: EventReader<AssetEvent<Gltf>>,
|
||||
mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
|
||||
mut blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState, Option<&Children>)>,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
|
||||
) {
|
||||
|
||||
for event in gltf_events.read() {
|
||||
// LoadedUntypedAsset
|
||||
match event {
|
||||
AssetEvent::Modified { id } => {
|
||||
// React to the image being modified
|
||||
// println!("Modified gltf {:?}", asset_server.get_path(*id));
|
||||
for (entity, entity_name, blueprint_info, mut assets_to_load, children) in blueprint_assets.iter_mut() {
|
||||
for tracker in assets_to_load.asset_infos.iter_mut() {
|
||||
if asset_server.get_path(*id).is_some() {
|
||||
if tracker.path == asset_server.get_path(*id).unwrap().to_string() {
|
||||
println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
|
||||
if children.is_some() {
|
||||
for child in children.unwrap().iter(){
|
||||
commands.entity(*child).despawn_recursive();
|
||||
}
|
||||
}
|
||||
commands.entity(entity)
|
||||
.remove::<BlueprintAssetsLoaded>()
|
||||
.remove::<SceneInstance>()
|
||||
.remove::<BlueprintAssetsLoadState>()
|
||||
.insert(SpawnHere);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
@ -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
Block a user