refactor(Blenvy:Bevy):

* removed "Library" component & co
* "InBlueprint" components are now always inserted: removed "NoInblueprint" component
This commit is contained in:
kaosat.dev 2024-07-16 11:06:55 +02:00
parent c1e2bb6ecf
commit b25fc56ea6
2 changed files with 9 additions and 38 deletions

View File

@ -169,21 +169,6 @@ There is also a ```BluePrintBundle``` for convenience , which just has
## Additional information
- When a blueprint is spawned, all its children entities (and nested children etc) also have an ```InBlueprint``` component that gets insert
- In cases where that is undesirable, you can add a ```NoInBlueprint``` component on the entity you spawn the blueprint with, and the components above will not be add
- if you want to overwrite the **path** where this crate looks for blueprints (gltf files) , you can add a ```Library``` component , and that will be used instead of the default path
ie :
```rust no_run
commands
.spawn((
Name::from("test"),
BluePrintBundle {
blueprint: BlueprintInfo("TestBlueprint".to_string()),
..Default::default()
},
Library("models".into()) // now the path to the blueprint above will be /assets/models/TestBlueprint.glb
))
```
- this crate also provides a special optional ```GameWorldTag``` component: this is useful when you want to keep all your spawned entities inside a root entity
You can use it in your queries to add your entities as children of this "world"

View File

@ -37,23 +37,11 @@ impl BlueprintInfo {
#[reflect(Component)]
pub struct SpawnBlueprint;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// flag component marking any spwaned child of blueprints ..unless the original entity was marked with the `NoInBlueprint` marker component
/// flag component marking any spwaned child of blueprints
pub struct InBlueprint;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// flag component preventing any spawned child of blueprints to be marked with the `InBlueprint` component
pub struct NoInBlueprint;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
// this allows overriding the default library path for a given entity/blueprint
pub struct Library(pub PathBuf);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// flag component to force adding newly spawned entity as child of game world
@ -72,7 +60,7 @@ pub struct HideUntilReady;
#[derive(Component)]
/// marker component, gets added to all children of a currently spawning blueprint instance, can be usefull to avoid manipulating still in progress entities
pub struct BlueprintDisabled;
pub struct BlueprintInstanceDisabled;
#[derive(Event, Debug)]
pub enum BlueprintEvent {
@ -228,7 +216,7 @@ pub(crate) fn blueprints_prepare_spawn(
.entity(entity)
.insert(bevy::prelude::Name::from(blueprint_info.name.clone()));
// add the blueprint spawning marker
commands.entity(entity).insert((BlueprintSpawning));
commands.entity(entity).insert(BlueprintSpawning);
}
}
@ -510,7 +498,7 @@ pub(crate) fn blueprints_scenes_spawned(
}
}
// Mark all components as "Disabled" (until Bevy gets this as first class feature)
commands.entity(child).insert(BlueprintDisabled);
commands.entity(child).insert(BlueprintInstanceDisabled);
}
}
@ -548,7 +536,6 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
&OriginalChildren,
Option<&Name>,
&BlueprintAnimations,
Option<&NoInBlueprint>,
),
Added<BlueprintChildrenReady>,
>,
@ -563,7 +550,7 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
all_names: Query<&Name>,
) {
for (original, children, original_children, name, animations, no_inblueprint) in
for (original, children, original_children, name, animations) in
blueprint_scenes.iter()
{
info!("YOOO ready !! removing empty nodes {:?}", name);
@ -585,11 +572,10 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
// we flag all children of the blueprint instance with 'InBlueprint'
// can be usefull to filter out anything that came from blueprints vs normal children
if no_inblueprint.is_none() {
for child in all_children.iter_descendants(blueprint_root_entity) {
commands.entity(child).insert(InBlueprint); // we do this here in order to avoid doing it to normal children
}
}
// copy components into from blueprint instance's blueprint_root_entity to original entity
commands.add(CopyComponents {
@ -758,7 +744,7 @@ pub(crate) fn blueprints_finalize_instances(
}
for child in all_children.iter_descendants(entity) {
commands.entity(child).remove::<BlueprintDisabled>();
commands.entity(child).remove::<BlueprintInstanceDisabled>();
}
if hide_until_ready.is_some() {