mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 11:50:53 +00:00
bce6d43c50
* fixed bad default path for library * added missing ComponentsFromGltfPlugin which causes the blueprint plugin not to work as expected if ComponentsFromGltfPlugin is not added elsewhere * all info! calls are now debug! for a less spammy debugging experience * refactor(examples:advanced): * removed ComponentsFromGltfPlugin as that is now included directly in the blueprints plugin * moved all physics (rapier) related code to the core/physics module
40 lines
1.1 KiB
Rust
40 lines
1.1 KiB
Rust
use bevy::{asset::ChangeWatcher, prelude::*};
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use bevy_editor_pls::prelude::*;
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mod core;
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use crate::core::*;
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pub mod assets;
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use assets::*;
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pub mod state;
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use state::*;
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mod game;
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use game::*;
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mod test_components;
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use test_components::*;
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(AssetPlugin {
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// This tells the AssetServer to watch for changes to assets.
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// It enables our scenes to automatically reload in game when we modify their files.
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// practical in our case to be able to edit the shaders without needing to recompile
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// watch_for_changes: ChangeWatcher::with_delay(Duration::from_millis(50)), : FIXME: breaks scene save/loading
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..default()
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}),
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// editor
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EditorPlugin::default(),
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// our custom plugins
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StatePlugin,
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AssetsPlugin,
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CorePlugin, // reusable plugins
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GamePlugin, // specific to our game
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ComponentsTestPlugin, // Showcases different type of components /structs
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))
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.run();
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}
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