Reflect Default for ComputedVisibility and Handle<T> (#6187)

# Objective

- Reflecting `Default` is required for scripts to create `Reflect` types at runtime with no static type information.
- Reflecting `Default` on `Handle<T>` and `ComputedVisibility` should allow scripts from `bevy_mod_js_scripting` to actually spawn sprites from scratch, without needing any hand-holding from the host-game.

## Solution

- Derive `ReflectDefault` for `Handle<T>` and `ComputedVisiblity`.

---

## Changelog

> This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section.

- The `Default` trait is now reflected for `Handle<T>` and `ComputedVisibility`
This commit is contained in:
Zicklag 2022-10-06 19:31:47 +00:00
parent f00212fd48
commit cfba7312ef
2 changed files with 5 additions and 3 deletions

View File

@ -10,7 +10,9 @@ use crate::{
Asset, Assets, Asset, Assets,
}; };
use bevy_ecs::{component::Component, reflect::ReflectComponent}; use bevy_ecs::{component::Component, reflect::ReflectComponent};
use bevy_reflect::{FromReflect, Reflect, ReflectDeserialize, ReflectSerialize}; use bevy_reflect::{
std_traits::ReflectDefault, FromReflect, Reflect, ReflectDeserialize, ReflectSerialize,
};
use bevy_utils::Uuid; use bevy_utils::Uuid;
use crossbeam_channel::{Receiver, Sender}; use crossbeam_channel::{Receiver, Sender};
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
@ -100,7 +102,7 @@ impl HandleId {
/// collisions no longer being detected for that entity. /// collisions no longer being detected for that entity.
/// ///
#[derive(Component, Reflect, FromReflect)] #[derive(Component, Reflect, FromReflect)]
#[reflect(Component)] #[reflect(Component, Default)]
pub struct Handle<T> pub struct Handle<T>
where where
T: Asset, T: Asset,

View File

@ -51,7 +51,7 @@ impl Visibility {
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering /// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
#[derive(Component, Clone, Reflect, Debug, Eq, PartialEq)] #[derive(Component, Clone, Reflect, Debug, Eq, PartialEq)]
#[reflect(Component)] #[reflect(Component, Default)]
pub struct ComputedVisibility { pub struct ComputedVisibility {
is_visible_in_hierarchy: bool, is_visible_in_hierarchy: bool,
is_visible_in_view: bool, is_visible_in_view: bool,