Rename all the dynamic scene methods to include a _dynamic to make it clear.
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8e14d99fb9
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@ -75,10 +75,10 @@ impl InstanceId {
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pub struct SceneSpawner {
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pub struct SceneSpawner {
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pub(crate) spawned_dynamic_scenes: HashMap<AssetId<DynamicScene>, HashSet<InstanceId>>,
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pub(crate) spawned_dynamic_scenes: HashMap<AssetId<DynamicScene>, HashSet<InstanceId>>,
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pub(crate) spawned_instances: HashMap<InstanceId, InstanceInfo>,
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pub(crate) spawned_instances: HashMap<InstanceId, InstanceInfo>,
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scene_asset_event_reader: EventCursor<AssetEvent<DynamicScene>>,
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dynamic_scene_asset_event_reader: EventCursor<AssetEvent<DynamicScene>>,
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dynamic_scenes_to_spawn: Vec<(Handle<DynamicScene>, InstanceId, Option<Entity>)>,
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scenes_to_spawn: Vec<(Handle<Scene>, InstanceId, Option<Entity>)>,
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scenes_to_spawn: Vec<(Handle<Scene>, InstanceId, Option<Entity>)>,
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scenes_to_despawn: Vec<AssetId<DynamicScene>>,
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dynamic_scenes_to_spawn: Vec<(Handle<DynamicScene>, InstanceId, Option<Entity>)>,
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dynamic_scenes_to_despawn: Vec<AssetId<DynamicScene>>,
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instances_to_despawn: Vec<InstanceId>,
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instances_to_despawn: Vec<InstanceId>,
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scenes_with_parent: Vec<(InstanceId, Entity)>,
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scenes_with_parent: Vec<(InstanceId, Entity)>,
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instances_ready: Vec<(InstanceId, Option<Entity>)>,
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instances_ready: Vec<(InstanceId, Option<Entity>)>,
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@ -177,8 +177,8 @@ impl SceneSpawner {
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}
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}
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/// Schedule the despawn of all instances of the provided dynamic scene.
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/// Schedule the despawn of all instances of the provided dynamic scene.
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pub fn despawn(&mut self, id: impl Into<AssetId<DynamicScene>>) {
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pub fn despawn_dynamic(&mut self, id: impl Into<AssetId<DynamicScene>>) {
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self.scenes_to_despawn.push(id.into());
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self.dynamic_scenes_to_despawn.push(id.into());
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}
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}
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/// Schedule the despawn of a scene instance, removing all its entities from the world.
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/// Schedule the despawn of a scene instance, removing all its entities from the world.
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@ -196,7 +196,7 @@ impl SceneSpawner {
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}
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}
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/// Immediately despawns all instances of a dynamic scene.
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/// Immediately despawns all instances of a dynamic scene.
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pub fn despawn_sync(
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pub fn despawn_dynamic_sync(
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&mut self,
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&mut self,
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world: &mut World,
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world: &mut World,
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id: impl Into<AssetId<DynamicScene>>,
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id: impl Into<AssetId<DynamicScene>>,
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@ -287,7 +287,7 @@ impl SceneSpawner {
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/// Iterate through all instances of the provided scenes and update those immediately.
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/// Iterate through all instances of the provided scenes and update those immediately.
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///
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///
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/// Useful for updating already spawned scene instances after their corresponding scene has been modified.
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/// Useful for updating already spawned scene instances after their corresponding scene has been modified.
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pub fn update_spawned_scenes(
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pub fn update_spawned_dynamic_scenes(
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&mut self,
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&mut self,
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world: &mut World,
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world: &mut World,
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scene_ids: &[AssetId<DynamicScene>],
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scene_ids: &[AssetId<DynamicScene>],
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@ -306,10 +306,10 @@ impl SceneSpawner {
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/// Immediately despawns all scenes scheduled for despawn by despawning their instances.
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/// Immediately despawns all scenes scheduled for despawn by despawning their instances.
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pub fn despawn_queued_scenes(&mut self, world: &mut World) -> Result<(), SceneSpawnError> {
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pub fn despawn_queued_scenes(&mut self, world: &mut World) -> Result<(), SceneSpawnError> {
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let scenes_to_despawn = core::mem::take(&mut self.scenes_to_despawn);
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let scenes_to_despawn = core::mem::take(&mut self.dynamic_scenes_to_despawn);
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for scene_handle in scenes_to_despawn {
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for scene_handle in scenes_to_despawn {
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self.despawn_sync(world, scene_handle)?;
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self.despawn_dynamic_sync(world, scene_handle)?;
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}
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}
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Ok(())
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Ok(())
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}
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}
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@ -473,15 +473,15 @@ pub fn scene_spawner_system(world: &mut World) {
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let scene_asset_events = world.resource::<Events<AssetEvent<DynamicScene>>>();
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let scene_asset_events = world.resource::<Events<AssetEvent<DynamicScene>>>();
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let mut updated_spawned_scenes = Vec::new();
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let mut updated_spawned_dynamic_scenes = Vec::new();
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let scene_spawner = &mut *scene_spawner;
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let scene_spawner = &mut *scene_spawner;
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for event in scene_spawner
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for event in scene_spawner
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.scene_asset_event_reader
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.dynamic_scene_asset_event_reader
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.read(scene_asset_events)
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.read(scene_asset_events)
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{
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{
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if let AssetEvent::Modified { id } = event {
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if let AssetEvent::Modified { id } = event {
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if scene_spawner.spawned_dynamic_scenes.contains_key(id) {
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if scene_spawner.spawned_dynamic_scenes.contains_key(id) {
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updated_spawned_scenes.push(*id);
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updated_spawned_dynamic_scenes.push(*id);
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}
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}
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}
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}
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}
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}
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@ -492,7 +492,7 @@ pub fn scene_spawner_system(world: &mut World) {
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.spawn_queued_scenes(world)
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.spawn_queued_scenes(world)
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.unwrap_or_else(|err| panic!("{}", err));
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.unwrap_or_else(|err| panic!("{}", err));
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scene_spawner
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scene_spawner
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.update_spawned_scenes(world, &updated_spawned_scenes)
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.update_spawned_dynamic_scenes(world, &updated_spawned_dynamic_scenes)
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.unwrap();
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.unwrap();
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scene_spawner.set_scene_instance_parent_sync(world);
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scene_spawner.set_scene_instance_parent_sync(world);
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scene_spawner.trigger_scene_ready_events(world);
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scene_spawner.trigger_scene_ready_events(world);
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@ -615,7 +615,7 @@ mod tests {
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// let's try to delete the scene
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// let's try to delete the scene
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let mut scene_spawner = app.world_mut().resource_mut::<SceneSpawner>();
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let mut scene_spawner = app.world_mut().resource_mut::<SceneSpawner>();
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scene_spawner.despawn(&scene_handle);
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scene_spawner.despawn_dynamic(&scene_handle);
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// run the scene spawner system to despawn the scene
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// run the scene spawner system to despawn the scene
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app.update();
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app.update();
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