chore(): cargo fmt

This commit is contained in:
kaosat.dev 2024-08-13 00:27:51 +02:00
parent 8c8e502f3a
commit 72dbad0152
16 changed files with 225 additions and 252 deletions

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@ -178,7 +178,8 @@ pub fn trigger_instance_animation_markers_events(
__animation_graphs: Res<Assets<AnimationGraph>>,
mut _animation_marker_events: EventWriter<AnimationMarkerReached>,
) {
for (__entity, __markers, player_link, animations, __animation_infos) in animation_infos.iter() {
for (__entity, __markers, player_link, animations, __animation_infos) in animation_infos.iter()
{
//let (animation_player, animation_transitions) = animation_players.get(player_link.0).unwrap();
//let foo = animation_transitions.get_main_animation().unwrap();

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@ -83,10 +83,9 @@ pub(crate) struct File{
#[derive(serde::Deserialize, bevy::asset::Asset, bevy::reflect::TypePath, Debug)]
pub(crate) struct BlueprintPreloadAssets {
pub(crate) assets: Vec<(String, File)>
pub(crate) assets: Vec<(String, File)>,
}
#[derive(Component)]
pub(crate) struct BlueprintMetaHandle(pub Handle<BlueprintPreloadAssets>);
@ -94,6 +93,5 @@ pub(crate) struct BlueprintMetaHandle(pub Handle<BlueprintPreloadAssets>);
#[derive(Component)]
pub(crate) struct BlueprintMetaLoaded;
#[derive(Component)]
pub(crate) struct BlueprintMetaLoading;

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@ -58,9 +58,11 @@ pub(crate) fn inject_materials(
} else {
let model_handle: Handle<Gltf> = asset_server.load(material_info.path.clone()); // FIXME: kinda weird now
let Some(mat_gltf) = assets_gltf.get(model_handle.id()) else {
warn!("materials file {} should have been preloaded skipping",material_info.path);
warn!(
"materials file {} should have been preloaded skipping",
material_info.path
);
continue;
};
/*let mat_gltf = assets_gltf.get(model_handle.id()).unwrap_or_else(|| {
panic!(
@ -97,14 +99,10 @@ pub(crate) fn inject_materials(
commands.entity(*child).insert(material.clone());
}
}
}
}
}
commands.entity(entity).insert(MaterialProcessed);
}
}

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@ -110,8 +110,7 @@ impl Plugin for BlueprintsPlugin {
.register_type::<Vec<String>>()
.register_type::<BlueprintAssets>()
.register_type::<HashMap<String, Vec<String>>>()
.add_plugins(RonAssetPlugin::<BlueprintPreloadAssets>::new(&["meta.ron"]),)
.add_plugins(RonAssetPlugin::<BlueprintPreloadAssets>::new(&["meta.ron"]))
.configure_sets(
Update,
(GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)

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@ -1,17 +1,15 @@
use std::path::Path;
use bevy::{
gltf::Gltf,
prelude::*,
scene::SceneInstance,
utils::hashbrown::HashMap,
};
use bevy::{gltf::Gltf, prelude::*, scene::SceneInstance, utils::hashbrown::HashMap};
use crate::{
AnimationInfos, AssetLoadTracker, AssetToBlueprintInstancesMapper, BlueprintAnimationInfosLink, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded, BlueprintMetaLoaded, BlueprintMetaLoading, BlueprintPreloadAssets, InstanceAnimationInfosLink, InstanceAnimationPlayerLink, InstanceAnimations, WatchingForChanges
AnimationInfos, AssetLoadTracker, AssetToBlueprintInstancesMapper, BlueprintAnimationInfosLink,
BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintAssetsLoadState,
BlueprintAssetsLoaded, BlueprintAssetsNotLoaded, BlueprintMetaLoaded, BlueprintMetaLoading,
BlueprintPreloadAssets, InstanceAnimationInfosLink, InstanceAnimationPlayerLink,
InstanceAnimations, WatchingForChanges,
};
/// this is a flag component for our levels/game world
#[derive(Component)]
pub struct GameWorldTag;
@ -67,8 +65,6 @@ pub struct HideUntilReady;
/// Companion to the `HideUntilReady` component: this stores the visibility of the entity before the blueprint was inserted into it
pub(crate) struct OriginalVisibility(Visibility);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// marker component, gets added to all children of a currently spawning blueprint instance, can be usefull to avoid manipulating still in progress entities
@ -117,7 +113,8 @@ Overview of the Blueprint Spawning process
*/
pub(super) fn blueprints_prepare_metadata_file_for_spawn(
blueprint_instances_to_spawn: Query<(
blueprint_instances_to_spawn: Query<
(
Entity,
&BlueprintInfo,
Option<&Name>,
@ -125,17 +122,36 @@ pub(super) fn blueprints_prepare_metadata_file_for_spawn(
Option<&HideUntilReady>,
Option<&Visibility>,
Option<&AddToGameWorld>,
), (Without<BlueprintMetaLoading>, Without<BlueprintSpawning>, Without<BlueprintInstanceReady>)>,
),
(
Without<BlueprintMetaLoading>,
Without<BlueprintSpawning>,
Without<BlueprintInstanceReady>,
),
>,
mut game_world: Query<Entity, With<GameWorldTag>>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
for (entity, blueprint_info, entity_name, original_parent, hide_until_ready, original_visibility, add_to_world) in blueprint_instances_to_spawn.iter() {
for (
entity,
blueprint_info,
entity_name,
original_parent,
hide_until_ready,
original_visibility,
add_to_world,
) in blueprint_instances_to_spawn.iter()
{
// get path to assets / metadata file
info!("Step 1: spawn request detected: loading metadata file for {:?}", blueprint_info);
info!(
"Step 1: spawn request detected: loading metadata file for {:?}",
blueprint_info
);
let blueprint_path = blueprint_info.path.clone();
let metadata_path = blueprint_path.replace(".glb", ".meta.ron").replace(".gltf", ".meta.ron"); // FIXME: horrible
let metadata_path = blueprint_path
.replace(".glb", ".meta.ron")
.replace(".gltf", ".meta.ron"); // FIXME: horrible
let mut asset_infos: Vec<AssetLoadTracker> = vec![];
//let foo_handle:Handle<BlueprintPreloadAssets> = asset_server.load(metadata_path);
let untyped_handle = asset_server.load_untyped(metadata_path.clone());
@ -157,7 +173,7 @@ pub(super) fn blueprints_prepare_metadata_file_for_spawn(
..Default::default()
},
BlueprintMetaLoading,
BlueprintSpawning
BlueprintSpawning,
));
// if the entity has no name, add one based on the blueprint's
@ -170,14 +186,14 @@ pub(super) fn blueprints_prepare_metadata_file_for_spawn(
if original_parent.is_none() {
// only allow hiding until ready when the entity does not have a parent (?)
if hide_until_ready.is_some() {
// if there is already a set visibility, save it for later
if let Some(original_visibility) = original_visibility {
commands.entity(entity).insert(OriginalVisibility(*original_visibility));
commands
.entity(entity)
.insert(OriginalVisibility(*original_visibility));
}
// & now hide the instance until it is ready
commands.entity(entity)
.insert(Visibility::Hidden);
commands.entity(entity).insert(Visibility::Hidden);
}
// only allow automatically adding a newly spawned blueprint instance to the "world", if the entity does not have a parent
@ -200,9 +216,7 @@ pub(crate) fn blueprints_check_assets_metadata_files_loading(
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
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();
@ -221,10 +235,12 @@ pub(crate) fn blueprints_check_assets_metadata_files_loading(
all_loaded = false;
}
if all_loaded {
commands.entity(entity).insert(BlueprintMetaHandle(asset_server.load(tracker.path.clone()))).remove::<BlueprintAssetsLoadState>();
commands
.entity(entity)
.insert(BlueprintMetaHandle(asset_server.load(tracker.path.clone())))
.remove::<BlueprintAssetsLoadState>();
break;
}
}
let progress: f32 = loaded_amount as f32 / total as f32;
assets_to_load.progress = progress;
@ -232,9 +248,11 @@ pub(crate) fn blueprints_check_assets_metadata_files_loading(
}
}
pub(super) fn blueprints_prepare_spawn(
blueprint_instances_to_spawn: Query<(Entity, &BlueprintInfo, &BlueprintMetaHandle), Added<BlueprintMetaHandle>>,
blueprint_instances_to_spawn: Query<
(Entity, &BlueprintInfo, &BlueprintMetaHandle),
Added<BlueprintMetaHandle>,
>,
mut commands: Commands,
asset_server: Res<AssetServer>,
// for hot reload
@ -243,7 +261,6 @@ pub(super) fn blueprints_prepare_spawn(
// for debug
// all_names: Query<&Name>
blueprint_metas: Res<Assets<BlueprintPreloadAssets>>,
) {
for (entity, blueprint_info, blueprint_meta_handle) in blueprint_instances_to_spawn.iter() {
info!(
@ -303,8 +320,7 @@ pub(super) fn blueprints_prepare_spawn(
}
// only insert if not already present in mapping
if !assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids
[&path_id]
if !assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids[&path_id]
.contains(&entity)
{
// println!("adding mapping between {} and entity {:?}", path_id, all_names.get(entity));
@ -361,7 +377,8 @@ pub(super) fn blueprints_prepare_spawn(
commands.entity(entity).insert(BlueprintAssetsLoaded);
}
commands.entity(entity)
commands
.entity(entity)
.insert(BlueprintMetaLoaded)
.remove::<BlueprintMetaLoading>()
.remove::<BlueprintMetaHandle>();
@ -423,12 +440,7 @@ pub(crate) fn blueprints_check_assets_loading(
pub(crate) fn blueprints_assets_loaded(
spawn_placeholders: Query<
(
Entity,
&BlueprintInfo,
Option<&Transform>,
Option<&Name>,
),
(Entity, &BlueprintInfo, Option<&Transform>, Option<&Name>),
(
Added<BlueprintAssetsLoaded>,
Without<BlueprintAssetsNotLoaded>,
@ -442,13 +454,7 @@ pub(crate) fn blueprints_assets_loaded(
mut commands: Commands,
) {
for (
entity,
blueprint_info,
transform,
name,
) in spawn_placeholders.iter()
{
for (entity, blueprint_info, transform, name) in spawn_placeholders.iter() {
/*info!(
"BLUEPRINT: all assets loaded, attempting to spawn blueprint SCENE {:?} for entity {:?}, id: {:}, parent:{:?}",
blueprint_info.name, name, entity, original_parent
@ -522,8 +528,6 @@ pub(crate) fn blueprints_assets_loaded(
graph,
},
));
}
}
@ -875,8 +879,9 @@ pub(crate) fn blueprints_finalize_instances(
}
}
commands.entity(entity).remove::<BlueprintInstanceDisabled>();
commands
.entity(entity)
.remove::<BlueprintInstanceDisabled>();
for child in all_children.iter_descendants(entity) {
commands.entity(child).remove::<BlueprintInstanceDisabled>();
}

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@ -45,7 +45,7 @@ pub struct BlenvyPlugin {
// for save & load
pub save_component_filter: SceneFilter,
pub save_resource_filter: SceneFilter,
pub save_path: PathBuf
pub save_path: PathBuf,
}
impl Default for BlenvyPlugin {
@ -58,7 +58,7 @@ impl Default for BlenvyPlugin {
save_component_filter: SceneFilter::default(),
save_resource_filter: SceneFilter::default(),
save_path: PathBuf::from("blenvy_saves") // TODO: use https://docs.rs/dirs/latest/dirs/ to default to the correct user directory
save_path: PathBuf::from("blenvy_saves"), // TODO: use https://docs.rs/dirs/latest/dirs/ to default to the correct user directory
}
}
}
@ -71,7 +71,7 @@ impl Plugin for BlenvyPlugin {
ExportRegistryPlugin::default(),
BlueprintsPlugin::default(),
#[cfg(not(target_arch = "wasm32"))] // save & load is only for non wasm platforms
SaveLoadPlugin::default()
SaveLoadPlugin::default(),
))
.insert_resource(BlenvyConfig {
export_registry: self.export_registry,
@ -85,7 +85,7 @@ impl Plugin for BlenvyPlugin {
save_component_filter: self.save_component_filter.clone(),
save_resource_filter: self.save_resource_filter.clone(),
save_path: self.save_path.clone()
save_path: self.save_path.clone(),
});
}
}

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@ -35,7 +35,8 @@ fn export_registry(blenvy_config: Res<BlenvyConfig>) -> bool {
impl Plugin for ExportRegistryPlugin {
fn build(&self, app: &mut App) {
app.register_asset_root().add_systems(Startup, export_types.run_if(export_registry));
app.register_asset_root()
.add_systems(Startup, export_types.run_if(export_registry));
}
}

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@ -12,20 +12,30 @@ pub(crate) fn spawn_from_blueprintworld(
println!("added blueprintWorld {:?}", blueprint_world);
// here we spawn the static part our game world/level, which is also a blueprint !
let __static_world = commands.spawn((
let __static_world = commands
.spawn((
BlueprintInfo::from_path(blueprint_world.path.as_str()), // all we need is a Blueprint info...
SpawnBlueprint, // and spawnblueprint to tell blenvy to spawn the blueprint now
HideUntilReady, // only reveal the level once it is ready
GameWorldTag,
)).id();
))
.id();
// here we spawn the dynamic entities part of our game world/level, which is also a blueprint !
let __dynamic_world = commands.spawn((
BlueprintInfo::from_path(blueprint_world.path.replace(".glb", "_dynamic.glb").replace(".gltf", "_dynamic.gltf").as_str()), // all we need is a Blueprint info...
let __dynamic_world = commands
.spawn((
BlueprintInfo::from_path(
blueprint_world
.path
.replace(".glb", "_dynamic.glb")
.replace(".gltf", "_dynamic.gltf")
.as_str(),
), // all we need is a Blueprint info...
SpawnBlueprint, // and spawnblueprint to tell blenvy to spawn the blueprint now
HideUntilReady, // only reveal the level once it is ready
GameWorldTag
)).id();
GameWorldTag,
))
.id();
// commands.entity(entity).add_child(static_world);
// commands.entity(entity).add_child(dynamic_world);

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@ -2,7 +2,6 @@ use bevy::prelude::*;
use crate::{BlueprintInfo, DynamicEntitiesRoot, GameWorldTag, HideUntilReady, SpawnBlueprint};
#[derive(Event)]
pub struct LoadingRequest {
pub path: String,
@ -17,7 +16,6 @@ pub struct LoadingRequested {
pub path: String,
}
/*
- Loading
- load request recieved
@ -33,7 +31,7 @@ General:
*/
pub fn process_load_requests(
mut load_requests: EventReader<LoadingRequest>,
mut commands: Commands
mut commands: Commands,
) {
let mut save_path: String = "".into();
for load_request in load_requests.read() {
@ -47,14 +45,13 @@ pub fn process_load_requests(
}
pub fn should_load(loading_requests: Option<Res<LoadingRequested>>) -> bool {
return resource_exists::<LoadingRequested>(loading_requests)
return resource_exists::<LoadingRequested>(loading_requests);
}
// TODO: replace with generic despawner ?
pub(crate) fn prepare_loading(
mut commands: Commands,
gameworlds: Query<Entity, With<GameWorldTag>>,
) {
for e in gameworlds.iter() {
info!("--loading: despawn old world/level");
@ -62,9 +59,6 @@ pub(crate) fn prepare_loading(
}
}
pub(crate) fn load_game(
mut commands: Commands,
asset_server: Res<AssetServer>,
@ -95,16 +89,18 @@ pub(crate) fn load_game(
},
bevy::prelude::Name::from("World_dynamic"),
DynamicEntitiesRoot,
GameWorldTag
GameWorldTag,
))
.id();
let _static_data = commands.spawn((
let _static_data = commands
.spawn((
BlueprintInfo::from_path("levels/World.glb"), // all we need is a Blueprint info...
SpawnBlueprint,
HideUntilReady,
GameWorldTag,
)).id();
))
.id();
//commands.entity(world_root).add_child(static_data);
//commands.entity(world_root).add_child(dynamic_data);

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@ -21,7 +21,6 @@ pub(crate) struct RootEntity;
/// internal helper component to store parents before resetting them
pub(crate) struct OriginalParent(pub(crate) Entity);
/// Marker component to Flag the root entity of all static entities (immutables)
#[derive(Component, Reflect, Debug, Default)]
#[reflect(Component)]
@ -32,7 +31,6 @@ pub struct StaticEntitiesRoot;
#[reflect(Component)]
pub struct DynamicEntitiesRoot;
#[derive(Resource, Clone, Debug, Default, Reflect)]
#[reflect(Resource)]
pub struct StaticEntitiesBlueprintInfo {
@ -40,7 +38,6 @@ pub struct StaticEntitiesBlueprintInfo {
pub path: String,
}
#[derive(Component, Debug)]
pub struct BlueprintWorld {
pub path: String,
@ -55,8 +52,6 @@ impl BlueprintWorld {
}
}
#[derive(Debug, Clone, Default)]
/// Plugin for saving & loading
pub struct SaveLoadPlugin {}
@ -65,13 +60,10 @@ impl Plugin for SaveLoadPlugin {
fn build(&self, app: &mut App) {
app.register_type::<Dynamic>()
.register_type::<StaticEntitiesRoot>()
.add_event::<SavingRequest>()
.add_event::<SaveFinished>()
// common
.add_systems(Update, (spawn_from_blueprintworld,)) // inject_dynamic_into_children
// saving
.add_systems(Update, process_save_requests)
.add_systems(
@ -79,9 +71,7 @@ impl Plugin for SaveLoadPlugin {
(prepare_save_game, apply_deferred, save_game, cleanup_save)
.chain()
.run_if(should_save),
)
.add_event::<LoadingRequest>()
.add_event::<LoadingFinished>()
//loading
@ -93,7 +83,6 @@ impl Plugin for SaveLoadPlugin {
.run_if(should_load),
//.run_if(not(resource_exists::<LoadFirstStageDone>))
// .in_set(LoadingSet::Load),
)
;
);
}
}

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@ -2,8 +2,8 @@ use std::fs::File;
use std::io::Write;
use std::path::Path;
use bevy::{prelude::*, tasks::IoTaskPool};
use bevy::prelude::World;
use bevy::{prelude::*, tasks::IoTaskPool};
use crate::{BlenvyConfig, BlueprintInfo, Dynamic, FromBlueprint, RootEntity, SpawnBlueprint};
@ -16,17 +16,15 @@ pub struct SavingRequest {
#[derive(Event)]
pub struct SaveFinished; // TODO: merge the the events above
/// resource that keeps track of the current save request
#[derive(Resource, Default)]
pub struct SavingRequested {
pub path: String,
}
pub fn process_save_requests(
mut saving_requests: EventReader<SavingRequest>,
mut commands: Commands
mut commands: Commands,
) {
let mut save_path: String = "".into();
for saving_request in saving_requests.read() {
@ -39,12 +37,10 @@ pub fn process_save_requests(
}
}
pub fn should_save(saving_requests: Option<Res<SavingRequested>>) -> bool {
return resource_exists::<SavingRequested>(saving_requests)
return resource_exists::<SavingRequested>(saving_requests);
}
// any child of dynamic/ saveable entities that is not saveable itself should be removed from the list of children
pub(crate) fn prepare_save_game(
saveables: Query<Entity, (With<Dynamic>, With<BlueprintInfo>)>,
@ -54,7 +50,8 @@ pub(crate) fn prepare_save_game(
mut commands: Commands,
) {
for entity in saveables.iter() { // FIXME : not sure about this one
for entity in saveables.iter() {
// FIXME : not sure about this one
commands.entity(entity).insert(SpawnBlueprint);
}
@ -83,8 +80,6 @@ pub(crate) fn prepare_save_game(
}*/
}
pub(crate) fn save_game(world: &mut World) {
info!("saving");
@ -125,7 +120,6 @@ pub(crate) fn save_game(world: &mut World) {
.allow::<BlueprintInfo>()
.allow::<SpawnBlueprint>()
.allow::<Dynamic>()
/*.deny::<CameraRenderGraph>()
.deny::<CameraMainTextureUsages>()
.deny::<Handle<Mesh>>()
@ -135,7 +129,8 @@ pub(crate) fn save_game(world: &mut World) {
// for root entities, it is the same EXCEPT we make sure parents are not included
let filter_root = filter.clone().deny::<Parent>();
let filter_resources = config.clone()
let filter_resources = config
.clone()
.save_resource_filter
.deny::<Time<Real>>()
.clone();
@ -190,7 +185,6 @@ pub(crate) fn save_game(world: &mut World) {
})
.detach();
let static_world_path = "levels/world.glb";
let fake_foo = format!("(dynamic: {bla}, static: {static_world_path})");
let real_save_path = format!("{bla}.save.ron");
@ -217,5 +211,4 @@ pub(crate) fn cleanup_save(
saving_finished.send(SaveFinished);
commands.remove_resource::<SavingRequested>();
}

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@ -2,9 +2,8 @@ use std::time::Duration;
use bevy::prelude::*;
use blenvy::{
BlenvyPlugin, BlueprintAnimationPlayerLink,
BlueprintAnimations, BlueprintInfo, GameWorldTag, HideUntilReady,
SpawnBlueprint,
BlenvyPlugin, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, GameWorldTag,
HideUntilReady, SpawnBlueprint,
};
mod component_examples;

View File

@ -1,6 +1,7 @@
use bevy::prelude::*;
use blenvy::{
AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintInfo, Dynamic, GameWorldTag, HideUntilReady, SpawnBlueprint
AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintInfo, Dynamic, GameWorldTag,
HideUntilReady, SpawnBlueprint,
};
use rand::Rng;
@ -32,12 +33,8 @@ fn setup_game(mut commands: Commands) {
}
// you can also spawn blueprint instances at runtime
pub fn spawn_blueprint_instance(
keycode: Res<ButtonInput<KeyCode>>,
mut commands: Commands,
) {
pub fn spawn_blueprint_instance(keycode: Res<ButtonInput<KeyCode>>, mut commands: Commands) {
if keycode.just_pressed(KeyCode::KeyS) {
let mut rng = rand::thread_rng();
let range = 5.5;
let x: f32 = rng.gen_range(-range..range);

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@ -1,15 +1,18 @@
use std::any::TypeId;
use bevy::{prelude::*, utils::hashbrown::HashSet};
use blenvy::{AddToGameWorld, BlenvyPlugin, BlueprintInfo, BlueprintWorld, Dynamic, GameWorldTag, HideUntilReady, LoadingRequest, SavingRequest, SpawnBlueprint};
use blenvy::{
AddToGameWorld, BlenvyPlugin, BlueprintInfo, BlueprintWorld, Dynamic, GameWorldTag,
HideUntilReady, LoadingRequest, SavingRequest, SpawnBlueprint,
};
use rand::Rng;
// mod game;
// use game::*;
mod component_examples;
use component_examples::*;
use bevy_inspector_egui::quick::WorldInspectorPlugin;
use component_examples::*;
fn main() {
App::new()
@ -39,19 +42,16 @@ fn main() {
// GamePlugin, // specific to our game
ComponentsExamplesPlugin, // Showcases different type of components /structs
))
.add_systems(Startup, setup_game)
.add_systems(Update, (spawn_blueprint_instance, move_movers, save_game, load_game))
.add_systems(
Update,
(spawn_blueprint_instance, move_movers, save_game, load_game),
)
.run();
}
// this is how you setup & spawn a level from a blueprint
fn setup_game(
mut commands: Commands,
) {
fn setup_game(mut commands: Commands) {
// would be nice: contains both static & dynamic stuff
commands.spawn((
BlueprintWorld::from_path("levels/World.glb"), // will take care of loading both static & dynamic data
@ -59,10 +59,7 @@ fn setup_game(
}
// you can also spawn blueprint instances at runtime
fn spawn_blueprint_instance(
keycode: Res<ButtonInput<KeyCode>>,
mut commands: Commands,
) {
fn spawn_blueprint_instance(keycode: Res<ButtonInput<KeyCode>>, mut commands: Commands) {
if keycode.just_pressed(KeyCode::KeyT) {
// random position
let mut rng = rand::thread_rng();
@ -73,8 +70,7 @@ fn spawn_blueprint_instance(
// random name
let name_index: u64 = rng.gen();
commands
.spawn((
commands.spawn((
BlueprintInfo::from_path("blueprints/test.glb"),
SpawnBlueprint,
Dynamic,
@ -86,19 +82,14 @@ fn spawn_blueprint_instance(
}
}
fn move_movers(
mut movers: Query<(&mut Transform), With<Dynamic>>
) {
fn move_movers(mut movers: Query<(&mut Transform), With<Dynamic>>) {
for mut transform in movers.iter_mut() {
// println!("moving dynamic entity");
transform.translation.x += 0.005;
}
}
fn save_game(
keycode: Res<ButtonInput<KeyCode>>,
mut save_requests: EventWriter<SavingRequest>,
) {
fn save_game(keycode: Res<ButtonInput<KeyCode>>, mut save_requests: EventWriter<SavingRequest>) {
if keycode.just_pressed(KeyCode::KeyS) {
save_requests.send(SavingRequest {
path: "scenes/save.scn.ron".into(),
@ -106,11 +97,7 @@ fn save_game(
}
}
fn load_game(
keycode: Res<ButtonInput<KeyCode>>,
mut load_requests: EventWriter<LoadingRequest>,
) {
fn load_game(keycode: Res<ButtonInput<KeyCode>>, mut load_requests: EventWriter<LoadingRequest>) {
if keycode.just_pressed(KeyCode::KeyL) {
load_requests.send(LoadingRequest {
path: "scenes/save.scn.ron".into(),

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@ -1,8 +1,8 @@
use crate::{GameState, InAppRunning};
use bevy::prelude::*;
use blenvy::{
AddToGameWorld, BluePrintBundle, BlueprintInfo, Dynamic, GameWorldTag,
HideUntilReady, SpawnBlueprint,
AddToGameWorld, BluePrintBundle, BlueprintInfo, Dynamic, GameWorldTag, HideUntilReady,
SpawnBlueprint,
};
//use bevy_rapier3d::prelude::Velocity;