Blender_bevy_components_wor.../examples/general/main.rs

112 lines
3.2 KiB
Rust

use std::time::Duration;
use bevy::{prelude::*, asset::ChangeWatcher, gltf::Gltf};
use bevy_editor_pls::prelude::*;
use bevy_rapier3d::prelude::*;
use bevy_gltf_components::ComponentsFromGltfPlugin;
mod core;
use crate::core::*;
mod game;
use game::*;
mod test_components;
use test_components::*;
#[derive(Component, Reflect, Default, Debug, )]
#[reflect(Component)]
/// helper marker component
pub struct LoadedMarker;
#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
enum AppState {
#[default]
Loading,
Running,
}
fn main(){
App::new()
.add_plugins((
DefaultPlugins.set(
AssetPlugin {
// This tells the AssetServer to watch for changes to assets.
// It enables our scenes to automatically reload in game when we modify their files.
// practical in our case to be able to edit the shaders without needing to recompile
watch_for_changes: ChangeWatcher::with_delay(Duration::from_millis(50)),
..default()
}
),
// editor
EditorPlugin::default(),
// physics
RapierPhysicsPlugin::<NoUserData>::default(),
RapierDebugRenderPlugin::default(),
// our custom plugins
ComponentsFromGltfPlugin,
CorePlugin, // reusable plugins
DemoPlugin, // specific to our game
ComponentsTestPlugin // Showcases different type of components /structs
))
.add_state::<AppState>()
.add_systems(Startup, setup)
.add_systems(Update, (
spawn_level.run_if(in_state(AppState::Loading)),
))
.run();
}
#[derive(Resource)]
struct AssetLoadHelper(Handle<Scene>);
// we preload the data here, but this is for DEMO PURPOSES ONLY !! Please use https://github.com/NiklasEi/bevy_asset_loader or a similar logic to seperate loading / pre processing
// of assets from the spawning
// AssetLoadHelper is also just for the same purpose, you do not need it in a real scenario
// the states here are also for demo purposes only,
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
let tmp: Handle<Scene> = asset_server.load("models/level1.glb#Scene0");
commands.insert_resource(AssetLoadHelper(tmp));
}
fn spawn_level(
mut commands: Commands,
scene_markers: Query<&LoadedMarker>,
preloaded_scene: Res<AssetLoadHelper>,
mut asset_event_reader: EventReader<AssetEvent<Gltf>>,
mut next_state: ResMut<NextState<AppState>>,
){
if let Some(asset_event) = asset_event_reader.iter().next() {
match asset_event {
AssetEvent::Created { handle: _ } => {
info!("GLTF loaded");
if scene_markers.is_empty() {
info!("spawning scene");
commands.spawn(
(
SceneBundle {
scene: preloaded_scene.0.clone(),
..default()
},
LoadedMarker,
Name::new("Level1")
)
);
next_state.set(AppState::Running);
}
}
_ => ()
}
}
}