# Objective Fixes #6059, changing all incorrect occurrences of ``id`` in the ``entity`` module to ``index``: * struct level documentation, * ``id`` struct field, * ``id`` method and its documentation. ## Solution Renaming and verifying using CI. Co-authored-by: Edvin Kjell <43633999+Edwox@users.noreply.github.com>
		
			
				
	
	
		
			144 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			144 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates loading scenes from files.
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use std::fs::File;
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use std::io::Write;
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use bevy::{prelude::*, tasks::IoTaskPool, utils::Duration};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins.set(AssetPlugin {
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            // This tells the AssetServer to watch for changes to assets.
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            // It enables our scenes to automatically reload in game when we modify their files.
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            watch_for_changes: true,
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            ..default()
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        }))
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        .register_type::<ComponentA>()
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        .register_type::<ComponentB>()
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        .add_startup_system(save_scene_system)
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        .add_startup_system(load_scene_system)
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        .add_startup_system(infotext_system)
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        .add_system(log_system)
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        .run();
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}
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// Registered components must implement the `Reflect` and `FromWorld` traits.
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// The `Reflect` trait enables serialization, deserialization, and dynamic property access.
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// `Reflect` enable a bunch of cool behaviors, so its worth checking out the dedicated `reflect.rs`
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// example. The `FromWorld` trait determines how your component is constructed when it loads.
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// For simple use cases you can just implement the `Default` trait (which automatically implements
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// FromResources). The simplest registered component just needs these two derives:
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#[derive(Component, Reflect, Default)]
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#[reflect(Component)] // this tells the reflect derive to also reflect component behaviors
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struct ComponentA {
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    pub x: f32,
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    pub y: f32,
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}
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// Some components have fields that cannot (or should not) be written to scene files. These can be
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// ignored with the #[reflect(skip_serializing)] attribute. This is also generally where the `FromWorld`
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// trait comes into play. `FromWorld` gives you access to your App's current ECS `Resources`
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// when you construct your component.
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#[derive(Component, Reflect)]
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#[reflect(Component)]
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struct ComponentB {
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    pub value: String,
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    #[reflect(skip_serializing)]
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    pub _time_since_startup: Duration,
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}
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impl FromWorld for ComponentB {
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    fn from_world(world: &mut World) -> Self {
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        let time = world.resource::<Time>();
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        ComponentB {
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            _time_since_startup: time.elapsed(),
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            value: "Default Value".to_string(),
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        }
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    }
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}
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// The initial scene file will be loaded below and not change when the scene is saved
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const SCENE_FILE_PATH: &str = "scenes/load_scene_example.scn.ron";
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// The new, updated scene data will be saved here so that you can see the changes
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const NEW_SCENE_FILE_PATH: &str = "scenes/load_scene_example-new.scn.ron";
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fn load_scene_system(mut commands: Commands, asset_server: Res<AssetServer>) {
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    // "Spawning" a scene bundle creates a new entity and spawns new instances
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    // of the given scene's entities as children of that entity.
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    commands.spawn(DynamicSceneBundle {
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        // Scenes are loaded just like any other asset.
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        scene: asset_server.load(SCENE_FILE_PATH),
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        ..default()
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    });
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}
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// This system logs all ComponentA components in our world. Try making a change to a ComponentA in
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// load_scene_example.scn. You should immediately see the changes appear in the console.
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fn log_system(query: Query<(Entity, &ComponentA), Changed<ComponentA>>) {
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    for (entity, component_a) in &query {
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        info!("  Entity({})", entity.index());
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        info!(
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            "    ComponentA: {{ x: {} y: {} }}\n",
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            component_a.x, component_a.y
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        );
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    }
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}
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fn save_scene_system(world: &mut World) {
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    // Scenes can be created from any ECS World. You can either create a new one for the scene or
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    // use the current World.
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    let mut scene_world = World::new();
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    let mut component_b = ComponentB::from_world(world);
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    component_b.value = "hello".to_string();
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    scene_world.spawn((
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        component_b,
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        ComponentA { x: 1.0, y: 2.0 },
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        Transform::IDENTITY,
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    ));
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    scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
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    // The TypeRegistry resource contains information about all registered types (including
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    // components). This is used to construct scenes.
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    let type_registry = world.resource::<AppTypeRegistry>();
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    let scene = DynamicScene::from_world(&scene_world, type_registry);
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    // Scenes can be serialized like this:
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    let serialized_scene = scene.serialize_ron(type_registry).unwrap();
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    // Showing the scene in the console
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    info!("{}", serialized_scene);
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    // Writing the scene to a new file. Using a task to avoid calling the filesystem APIs in a system
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    // as they are blocking
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    // This can't work in WASM as there is no filesystem access
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    #[cfg(not(target_arch = "wasm32"))]
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    IoTaskPool::get()
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        .spawn(async move {
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            // Write the scene RON data to file
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            File::create(format!("assets/{NEW_SCENE_FILE_PATH}"))
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                .and_then(|mut file| file.write(serialized_scene.as_bytes()))
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                .expect("Error while writing scene to file");
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        })
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        .detach();
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}
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// This is only necessary for the info message in the UI. See examples/ui/text.rs for a standalone
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// text example.
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fn infotext_system(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(Camera2dBundle::default());
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    commands.spawn(
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        TextBundle::from_section(
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            "Nothing to see in this window! Check the console output!",
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            TextStyle {
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                font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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                font_size: 50.0,
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                color: Color::WHITE,
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            },
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        )
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        .with_style(Style {
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            align_self: AlignSelf::FlexEnd,
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            ..default()
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        }),
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    );
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}
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