mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 20:00:53 +00:00
528e13a250
* feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
137 lines
3.4 KiB
Rust
137 lines
3.4 KiB
Rust
pub mod in_game;
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pub use in_game::*;
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pub mod in_main_menu;
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pub use in_main_menu::*;
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pub mod picking;
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pub use picking::*;
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use bevy::prelude::*;
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use bevy_rapier3d::prelude::*;
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use crate::{insert_dependant_component, state::{AppState, GameState}};
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// this file is just for demo purposes, contains various types of components, systems etc
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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pub enum SoundMaterial{
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Metal,
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Wood,
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Rock,
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Cloth,
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Squishy,
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#[default]
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None
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}
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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/// Demo marker component
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pub struct Player;
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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/// Demo component showing auto injection of components
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pub struct ShouldBeWithPlayer;
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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/// Demo marker component
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pub struct Interactible;
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fn player_move_demo(
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keycode: Res<Input<KeyCode>>,
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mut players: Query<&mut Transform, With<Player>>,
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){
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let speed = 0.2;
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if let Ok(mut player) = players.get_single_mut() {
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if keycode.pressed(KeyCode::Left) {
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player.translation.x += speed;
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}
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if keycode.pressed(KeyCode::Right) {
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player.translation.x -= speed;
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}
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if keycode.pressed(KeyCode::Up) {
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player.translation.z += speed;
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}
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if keycode.pressed(KeyCode::Down) {
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player.translation.z -= speed;
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}
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}
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}
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// collision tests/debug
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pub fn test_collision_events(
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mut collision_events: EventReader<CollisionEvent>,
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mut contact_force_events: EventReader<ContactForceEvent>,
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)
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{
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for collision_event in collision_events.iter() {
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println!("collision");
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match collision_event {
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CollisionEvent::Started(_entity1, _entity2 ,_) => {
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println!("collision started")
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}
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CollisionEvent::Stopped(_entity1, _entity2 ,_) => {
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println!("collision ended")
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}
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}
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}
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for contact_force_event in contact_force_events.iter() {
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println!("Received contact force event: {:?}", contact_force_event);
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}
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}
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pub struct GamePlugin;
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impl Plugin for GamePlugin {
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fn build(&self, app: &mut App) {
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app
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.add_plugins(PickingPlugin)
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.register_type::<Interactible>()
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.register_type::<SoundMaterial>()
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.register_type::<Player>()
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// little helper utility, to automatically inject components that are dependant on an other component
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// ie, here an Entity with a Player component should also always have a ShouldBeWithPlayer component
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// you get a warning if you use this, as I consider this to be stop-gap solution (usually you should have either a bundle, or directly define all needed components)
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.add_systems(Update, (
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// insert_dependant_component::<Player, ShouldBeWithPlayer>,
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player_move_demo, //.run_if(in_state(AppState::Running)),
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// test_collision_events
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)
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.run_if(in_state(GameState::InGame)))
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.add_systems(
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OnEnter(AppState::MenuRunning),
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setup_main_menu
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)
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.add_systems(
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OnExit(AppState::MenuRunning),
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teardown_main_menu
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)
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.add_systems(Update, (main_menu))
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.add_systems(
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OnEnter(AppState::AppRunning),
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setup_game
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)
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;
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}
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}
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