bevy/examples/asset/hot_asset_reloading.rs
Mark Schmale 1ba7429371 Doc/module style doc blocks for examples (#4438)
# Objective

Provide a starting point for #3951, or a partial solution. 
Providing a few comment blocks to discuss, and hopefully find better one in the process. 

## Solution

Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. 

## Changelog

- Moved some existing comments from main() functions in the 2d examples to the file header level
- Wrote some more comment blocks for most other 2d examples

TODO: 
- [x] 2d/sprite_sheet, wasnt able to come up with something good yet 
- [x] all other example groups...


Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. 
I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
2022-05-16 13:53:20 +00:00

39 lines
1.3 KiB
Rust

//! Hot reloading allows you to modify assets files to be immediately reloaded while your game is
//! running. This lets you immediately see the results of your changes without restarting the game.
//! This example illustrates hot reloading mesh changes.
use bevy::{asset::AssetServerSettings, prelude::*};
fn main() {
App::new()
// Tell the asset server to watch for asset changes on disk:
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Load our mesh:
let scene_handle = asset_server.load("models/monkey/Monkey.gltf#Scene0");
// Any changes to the mesh will be reloaded automatically! Try making a change to Monkey.gltf.
// You should see the changes immediately show up in your app.
// mesh
commands.spawn_scene(scene_handle);
// light
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(4.0, 5.0, 4.0),
..default()
});
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(2.0, 2.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}