feat(examples:Save_load): created much simpler example for save load
* removed old assets & co * fresh blend with Blenvy logic * generated assets (wip) * started updating code (wip)
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({})
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({
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"world":File (path: "models/World.glb"),
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"world_dynamic":File (path: "models/World_dynamic.glb"),
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"models": Folder (
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path: "models/library",
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),
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})
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(
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assets:
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[
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]
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)
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(
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assets:
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[
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]
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)
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(
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assets:
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[
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("Pillar", File ( path: "blueprints/Pillar.glb" )),
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("Stone", File ( path: "materials/Stone.glb" )),
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("Mover", File ( path: "blueprints/Mover.glb" )),
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("Material.001", File ( path: "materials/Material.001.glb" )),
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]
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)
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Load Diff
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Load Diff
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use std::any::TypeId;
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use std::any::TypeId;
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use bevy::{prelude::*, utils::hashbrown::HashSet};
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use bevy::{prelude::*, utils::hashbrown::HashSet};
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use blenvy::{AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SpawnBlueprint};
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use blenvy::{AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintInfo, Dynamic, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SaveRequest, SpawnBlueprint};
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use rand::Rng;
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use rand::Rng;
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mod core;
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// mod game;
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use crate::core::*;
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// use game::*;
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mod game;
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use game::*;
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mod component_examples;
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mod component_examples;
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use component_examples::*;
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use component_examples::*;
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@ -37,13 +34,12 @@ fn main() {
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..Default::default()
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..Default::default()
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},
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},
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// our custom plugins
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// our custom plugins
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CorePlugin, // reusable plugins
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// GamePlugin, // specific to our game
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GamePlugin, // specific to our game
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ComponentsExamplesPlugin, // Showcases different type of components /structs
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ComponentsExamplesPlugin, // Showcases different type of components /structs
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))
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))
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.add_systems(Startup, setup_game)
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.add_systems(Startup, setup_game)
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.add_systems(Update, (spawn_blueprint_instance, save_game, load_game))
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.add_systems(Update, (spawn_blueprint_instance, move_movers, save_game, load_game))
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.run();
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.run();
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}
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}
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@ -60,6 +56,13 @@ fn setup_game(
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HideUntilReady, // only reveal the level once it is ready
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HideUntilReady, // only reveal the level once it is ready
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GameWorldTag,
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GameWorldTag,
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));
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));
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// here we spawn our game world/level, which is also a blueprint !
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commands.spawn((
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BlueprintInfo::from_path("levels/World_dynamic.glb"), // all we need is a Blueprint info...
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SpawnBlueprint, // and spawnblueprint to tell blenvy to spawn the blueprint now
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HideUntilReady, // only reveal the level once it is ready
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));
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}
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}
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// you can also spawn blueprint instances at runtime
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// you can also spawn blueprint instances at runtime
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@ -90,15 +93,47 @@ fn spawn_blueprint_instance(
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}
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}
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}
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}
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fn save_game(
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fn move_movers(
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keycode: Res<ButtonInput<KeyCode>>,
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mut movers: Query<(&mut Transform), With<Dynamic>>
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) {
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) {
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if keycode.just_pressed(KeyCode::KeyS) {
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for mut transform in movers.iter_mut(){
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println!("moving dynamic entity");
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transform.translation.x += 0.01;
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}
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}
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}
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}
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fn save_game(
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keycode: Res<ButtonInput<KeyCode>>,
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mut save_requests: EventWriter<SaveRequest>,
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) {
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if keycode.just_pressed(KeyCode::KeyS) {
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save_requests.send(SaveRequest {
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path: "scenes/save.scn.ron".into(),
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});
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}
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}
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/*
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pub fn request_save(
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mut save_requests: EventWriter<SaveRequest>,
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keycode: Res<ButtonInput<KeyCode>>,
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current_state: Res<State<GameState>>,
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mut next_game_state: ResMut<NextState<GameState>>,
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) {
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if keycode.just_pressed(KeyCode::KeyS)
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&& (current_state.get() != &GameState::InLoading)
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&& (current_state.get() != &GameState::InSaving)
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{
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next_game_state.set(GameState::InSaving);
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save_requests.send(SaveRequest {
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path: "save.scn.ron".into(),
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});
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}
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}*/
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fn load_game(
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fn load_game(
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keycode: Res<ButtonInput<KeyCode>>,
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keycode: Res<ButtonInput<KeyCode>>,
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) {
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) {
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