#[reflect(Default)]
for Handle/Mesh2dHandle (#12264)
# Objective - Make default handles constructible via reflection ## Solution - Add missing `#[reflect(Default)]` to them --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
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@ -3,7 +3,7 @@ use crate::{
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UntypedAssetId,
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};
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use bevy_ecs::prelude::*;
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use bevy_reflect::{Reflect, TypePath};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect, TypePath};
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use bevy_utils::{get_short_name, Uuid};
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use crossbeam_channel::{Receiver, Sender};
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use std::{
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@ -122,7 +122,7 @@ impl std::fmt::Debug for StrongHandle {
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///
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/// [`Handle::Strong`] also provides access to useful [`Asset`] metadata, such as the [`AssetPath`] (if it exists).
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#[derive(Component, Reflect)]
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#[reflect(Component)]
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#[reflect(Default, Component, Debug, Hash, PartialEq)]
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pub enum Handle<A: Asset> {
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/// A "strong" reference to a live (or loading) [`Asset`]. If a [`Handle`] is [`Handle::Strong`], the [`Asset`] will be kept
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/// alive until the [`Handle`] is dropped. Strong handles also provide access to additional asset metadata.
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@ -10,7 +10,7 @@ use bevy_ecs::{
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system::{lifetimeless::*, SystemParamItem, SystemState},
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};
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use bevy_math::{Affine3, Vec4};
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use bevy_reflect::Reflect;
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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use bevy_render::mesh::MeshVertexBufferLayoutRef;
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use bevy_render::{
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batching::{
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@ -39,7 +39,7 @@ use crate::Material2dBindGroupId;
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///
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/// It wraps a [`Handle<Mesh>`] to differentiate from the 3d pipelines which use the handles directly as components
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#[derive(Default, Clone, Component, Debug, Reflect, PartialEq, Eq)]
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#[reflect(Component)]
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#[reflect(Default, Component)]
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pub struct Mesh2dHandle(pub Handle<Mesh>);
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impl From<Handle<Mesh>> for Mesh2dHandle {
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