feat(blueprints): experimenting with the bevy side of things

This commit is contained in:
kaosat.dev 2024-03-08 23:22:20 +01:00
parent e53098db72
commit 6f93b6e55a
2 changed files with 10 additions and 1 deletions

View File

@ -120,6 +120,10 @@ impl Plugin for BlueprintsPlugin {
.register_type::<MaterialInfo>()
.register_type::<SpawnHere>()
.register_type::<Animations>()
.register_type::<BlueprintsList>()
.register_type::<Vec<String>>()
.register_type::<HashMap<String,Vec<String>>>()
.insert_resource(BluePrintsConfig {
format: self.format,
library_folder: self.library_folder.clone(),

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@ -1,6 +1,6 @@
use std::path::{Path, PathBuf};
use bevy::{gltf::Gltf, prelude::*};
use bevy::{gltf::Gltf, prelude::*, utils::HashMap};
use crate::{Animations, BluePrintsConfig};
@ -46,6 +46,11 @@ pub struct AddToGameWorld;
/// helper component, just to transfer child data
pub(crate) struct OriginalChildren(pub Vec<Entity>);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct BlueprintsList(pub HashMap<String,Vec<String>>);
/// main spawning functions,
/// * also takes into account the already exisiting "override" components, ie "override components" > components from blueprint
pub(crate) fn spawn_from_blueprints(