
# Objective - Fixes #12976 ## Solution This one is a doozy. - Run `cargo +beta clippy --workspace --all-targets --all-features` and fix all issues - This includes: - Moving inner attributes to be outer attributes, when the item in question has both inner and outer attributes - Use `ptr::from_ref` in more scenarios - Extend the valid idents list used by `clippy:doc_markdown` with more names - Use `Clone::clone_from` when possible - Remove redundant `ron` import - Add backticks to **so many** identifiers and items - I'm sorry whoever has to review this --- ## Changelog - Added links to more identifiers in documentation.
594 lines
22 KiB
Rust
594 lines
22 KiB
Rust
use crate::{DynamicScene, Scene};
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use bevy_asset::{AssetEvent, AssetId, Assets, Handle};
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use bevy_ecs::entity::EntityHashMap;
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use bevy_ecs::{
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entity::Entity,
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event::{Event, Events, ManualEventReader},
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reflect::AppTypeRegistry,
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system::Resource,
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world::{Command, Mut, World},
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};
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use bevy_hierarchy::{BuildWorldChildren, DespawnRecursiveExt, Parent, PushChild};
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use bevy_utils::{tracing::error, HashMap, HashSet};
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use thiserror::Error;
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use uuid::Uuid;
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/// Emitted when [`crate::SceneInstance`] becomes ready to use.
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///
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/// See also [`SceneSpawner::instance_is_ready`].
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#[derive(Clone, Copy, Debug, Eq, PartialEq, Event)]
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pub struct SceneInstanceReady {
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/// Entity to which the scene was spawned as a child.
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pub parent: Entity,
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}
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/// Information about a scene instance.
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#[derive(Debug)]
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pub struct InstanceInfo {
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/// Mapping of entities from the scene world to the instance world.
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pub entity_map: EntityHashMap<Entity>,
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}
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/// Unique id identifying a scene instance.
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#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash)]
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pub struct InstanceId(Uuid);
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impl InstanceId {
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fn new() -> Self {
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InstanceId(Uuid::new_v4())
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}
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}
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/// Handles spawning and despawning scenes in the world, either synchronously or batched through the [`scene_spawner_system`].
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///
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/// Synchronous methods: (Scene operations will take effect immediately)
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/// - [`spawn_dynamic_sync`](Self::spawn_dynamic_sync)
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/// - [`spawn_sync`](Self::spawn_sync)
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/// - [`despawn_sync`](Self::despawn_sync)
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/// - [`despawn_instance_sync`](Self::despawn_instance_sync)
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/// - [`update_spawned_scenes`](Self::update_spawned_scenes)
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/// - [`spawn_queued_scenes`](Self::spawn_queued_scenes)
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/// - [`despawn_queued_scenes`](Self::despawn_queued_scenes)
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/// - [`despawn_queued_instances`](Self::despawn_queued_instances)
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///
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/// Deferred methods: (Scene operations will be processed when the [`scene_spawner_system`] is run)
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/// - [`spawn_dynamic`](Self::spawn_dynamic)
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/// - [`spawn_dynamic_as_child`](Self::spawn_dynamic_as_child)
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/// - [`spawn`](Self::spawn)
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/// - [`spawn_as_child`](Self::spawn_as_child)
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/// - [`despawn`](Self::despawn)
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/// - [`despawn_instance`](Self::despawn_instance)
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#[derive(Default, Resource)]
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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_instances: HashMap<InstanceId, InstanceInfo>,
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scene_asset_event_reader: ManualEventReader<AssetEvent<DynamicScene>>,
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dynamic_scenes_to_spawn: Vec<(Handle<DynamicScene>, InstanceId)>,
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scenes_to_spawn: Vec<(Handle<Scene>, InstanceId)>,
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scenes_to_despawn: Vec<AssetId<DynamicScene>>,
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instances_to_despawn: Vec<InstanceId>,
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scenes_with_parent: Vec<(InstanceId, Entity)>,
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}
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/// Errors that can occur when spawning a scene.
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#[derive(Error, Debug)]
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pub enum SceneSpawnError {
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/// Scene contains an unregistered component type.
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#[error("scene contains the unregistered component `{type_path}`. consider adding `#[reflect(Component)]` to your type")]
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UnregisteredComponent {
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/// Type of the unregistered component.
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type_path: String,
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},
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/// Scene contains an unregistered resource type.
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#[error("scene contains the unregistered resource `{type_path}`. consider adding `#[reflect(Resource)]` to your type")]
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UnregisteredResource {
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/// Type of the unregistered resource.
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type_path: String,
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},
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/// Scene contains an unregistered type.
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#[error(
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"scene contains the unregistered type `{std_type_name}`. \
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consider reflecting it with `#[derive(Reflect)]` \
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and registering the type using `app.register_type::<T>()`"
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)]
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UnregisteredType {
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/// The [type name](std::any::type_name) for the unregistered type.
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std_type_name: String,
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},
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/// Scene contains an unregistered type which has a `TypePath`.
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#[error(
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"scene contains the reflected type `{type_path}` but it was not found in the type registry. \
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consider registering the type using `app.register_type::<T>()``"
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)]
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UnregisteredButReflectedType {
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/// The unregistered type.
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type_path: String,
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},
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/// Scene contains a proxy without a represented type.
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#[error("scene contains dynamic type `{type_path}` without a represented type. consider changing this using `set_represented_type`.")]
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NoRepresentedType {
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/// The dynamic instance type.
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type_path: String,
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},
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/// Dynamic scene with the given id does not exist.
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#[error("scene does not exist")]
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NonExistentScene {
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/// Id of the non-existent dynamic scene.
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id: AssetId<DynamicScene>,
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},
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/// Scene with the given id does not exist.
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#[error("scene does not exist")]
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NonExistentRealScene {
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/// Id of the non-existent scene.
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id: AssetId<Scene>,
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},
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}
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impl SceneSpawner {
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/// Schedule the spawn of a new instance of the provided dynamic scene.
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pub fn spawn_dynamic(&mut self, id: impl Into<Handle<DynamicScene>>) -> InstanceId {
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let instance_id = InstanceId::new();
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self.dynamic_scenes_to_spawn.push((id.into(), instance_id));
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instance_id
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}
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/// Schedule the spawn of a new instance of the provided dynamic scene as a child of `parent`.
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pub fn spawn_dynamic_as_child(
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&mut self,
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id: impl Into<Handle<DynamicScene>>,
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parent: Entity,
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) -> InstanceId {
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let instance_id = InstanceId::new();
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self.dynamic_scenes_to_spawn.push((id.into(), instance_id));
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self.scenes_with_parent.push((instance_id, parent));
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instance_id
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}
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/// Schedule the spawn of a new instance of the provided scene.
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pub fn spawn(&mut self, id: impl Into<Handle<Scene>>) -> InstanceId {
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let instance_id = InstanceId::new();
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self.scenes_to_spawn.push((id.into(), instance_id));
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instance_id
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}
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/// Schedule the spawn of a new instance of the provided scene as a child of `parent`.
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pub fn spawn_as_child(&mut self, id: impl Into<Handle<Scene>>, parent: Entity) -> InstanceId {
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let instance_id = InstanceId::new();
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self.scenes_to_spawn.push((id.into(), instance_id));
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self.scenes_with_parent.push((instance_id, parent));
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instance_id
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}
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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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self.scenes_to_despawn.push(id.into());
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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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pub fn despawn_instance(&mut self, instance_id: InstanceId) {
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self.instances_to_despawn.push(instance_id);
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}
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/// Immediately despawns all instances of a dynamic scene.
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pub fn despawn_sync(
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&mut self,
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world: &mut World,
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id: impl Into<AssetId<DynamicScene>>,
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) -> Result<(), SceneSpawnError> {
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if let Some(instance_ids) = self.spawned_dynamic_scenes.remove(&id.into()) {
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for instance_id in instance_ids {
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self.despawn_instance_sync(world, &instance_id);
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}
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}
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Ok(())
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}
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/// Immediately despawns a scene instance, removing all its entities from the world.
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pub fn despawn_instance_sync(&mut self, world: &mut World, instance_id: &InstanceId) {
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if let Some(instance) = self.spawned_instances.remove(instance_id) {
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for &entity in instance.entity_map.values() {
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if let Some(mut entity_mut) = world.get_entity_mut(entity) {
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entity_mut.remove_parent();
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entity_mut.despawn_recursive();
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};
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}
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}
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}
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/// Immediately spawns a new instance of the provided dynamic scene.
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pub fn spawn_dynamic_sync(
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&mut self,
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world: &mut World,
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id: impl Into<AssetId<DynamicScene>>,
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) -> Result<InstanceId, SceneSpawnError> {
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let mut entity_map = EntityHashMap::default();
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let id = id.into();
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Self::spawn_dynamic_internal(world, id, &mut entity_map)?;
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let instance_id = InstanceId::new();
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self.spawned_instances
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.insert(instance_id, InstanceInfo { entity_map });
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let spawned = self.spawned_dynamic_scenes.entry(id).or_default();
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spawned.insert(instance_id);
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Ok(instance_id)
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}
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fn spawn_dynamic_internal(
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world: &mut World,
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id: AssetId<DynamicScene>,
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entity_map: &mut EntityHashMap<Entity>,
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) -> Result<(), SceneSpawnError> {
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world.resource_scope(|world, scenes: Mut<Assets<DynamicScene>>| {
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let scene = scenes
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.get(id)
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.ok_or(SceneSpawnError::NonExistentScene { id })?;
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scene.write_to_world(world, entity_map)
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})
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}
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/// Immediately spawns a new instance of the provided scene.
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pub fn spawn_sync(
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&mut self,
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world: &mut World,
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id: AssetId<Scene>,
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) -> Result<InstanceId, SceneSpawnError> {
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self.spawn_sync_internal(world, id, InstanceId::new())
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}
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fn spawn_sync_internal(
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&mut self,
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world: &mut World,
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id: AssetId<Scene>,
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instance_id: InstanceId,
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) -> Result<InstanceId, SceneSpawnError> {
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world.resource_scope(|world, scenes: Mut<Assets<Scene>>| {
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let scene = scenes
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.get(id)
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.ok_or(SceneSpawnError::NonExistentRealScene { id })?;
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let instance_info =
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scene.write_to_world_with(world, &world.resource::<AppTypeRegistry>().clone())?;
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self.spawned_instances.insert(instance_id, instance_info);
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Ok(instance_id)
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})
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}
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/// Iterate through all instances of the provided scenes and update those immediately.
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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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pub fn update_spawned_scenes(
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&mut self,
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world: &mut World,
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scene_ids: &[AssetId<DynamicScene>],
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) -> Result<(), SceneSpawnError> {
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for id in scene_ids {
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if let Some(spawned_instances) = self.spawned_dynamic_scenes.get(id) {
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for instance_id in spawned_instances {
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if let Some(instance_info) = self.spawned_instances.get_mut(instance_id) {
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Self::spawn_dynamic_internal(world, *id, &mut instance_info.entity_map)?;
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}
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}
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}
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}
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Ok(())
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}
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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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let scenes_to_despawn = std::mem::take(&mut self.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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}
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Ok(())
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}
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/// Immediately despawns all scene instances scheduled for despawn.
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pub fn despawn_queued_instances(&mut self, world: &mut World) {
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let instances_to_despawn = std::mem::take(&mut self.instances_to_despawn);
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for instance_id in instances_to_despawn {
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self.despawn_instance_sync(world, &instance_id);
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}
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}
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/// Immediately spawns all scenes scheduled for spawn.
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pub fn spawn_queued_scenes(&mut self, world: &mut World) -> Result<(), SceneSpawnError> {
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let scenes_to_spawn = std::mem::take(&mut self.dynamic_scenes_to_spawn);
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for (handle, instance_id) in scenes_to_spawn {
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let mut entity_map = EntityHashMap::default();
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match Self::spawn_dynamic_internal(world, handle.id(), &mut entity_map) {
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Ok(_) => {
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self.spawned_instances
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.insert(instance_id, InstanceInfo { entity_map });
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let spawned = self
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.spawned_dynamic_scenes
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.entry(handle.id())
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.or_insert_with(HashSet::new);
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spawned.insert(instance_id);
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}
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Err(SceneSpawnError::NonExistentScene { .. }) => {
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self.dynamic_scenes_to_spawn.push((handle, instance_id));
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}
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Err(err) => return Err(err),
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}
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}
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let scenes_to_spawn = std::mem::take(&mut self.scenes_to_spawn);
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for (scene_handle, instance_id) in scenes_to_spawn {
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match self.spawn_sync_internal(world, scene_handle.id(), instance_id) {
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Ok(_) => {}
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Err(SceneSpawnError::NonExistentRealScene { .. }) => {
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self.scenes_to_spawn.push((scene_handle, instance_id));
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}
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Err(err) => return Err(err),
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}
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}
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Ok(())
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}
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pub(crate) fn set_scene_instance_parent_sync(&mut self, world: &mut World) {
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let scenes_with_parent = std::mem::take(&mut self.scenes_with_parent);
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for (instance_id, parent) in scenes_with_parent {
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if let Some(instance) = self.spawned_instances.get(&instance_id) {
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for &entity in instance.entity_map.values() {
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// Add the `Parent` component to the scene root, and update the `Children` component of
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// the scene parent
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if !world
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.get_entity(entity)
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// This will filter only the scene root entity, as all other from the
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// scene have a parent
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.map(|entity| entity.contains::<Parent>())
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// Default is true so that it won't run on an entity that wouldn't exist anymore
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// this case shouldn't happen anyway
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.unwrap_or(true)
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{
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PushChild {
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parent,
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child: entity,
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}
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.apply(world);
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}
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}
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world.send_event(SceneInstanceReady { parent });
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} else {
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self.scenes_with_parent.push((instance_id, parent));
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}
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}
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}
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/// Check that an scene instance spawned previously is ready to use
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pub fn instance_is_ready(&self, instance_id: InstanceId) -> bool {
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self.spawned_instances.contains_key(&instance_id)
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}
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/// Get an iterator over the entities in an instance, once it's spawned.
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///
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/// Before the scene is spawned, the iterator will be empty. Use [`Self::instance_is_ready`]
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/// to check if the instance is ready.
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pub fn iter_instance_entities(
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&'_ self,
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instance_id: InstanceId,
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) -> impl Iterator<Item = Entity> + '_ {
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self.spawned_instances
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.get(&instance_id)
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.map(|instance| instance.entity_map.values())
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.into_iter()
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.flatten()
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.copied()
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}
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}
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/// System that handles scheduled scene instance spawning and despawning through a [`SceneSpawner`].
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pub fn scene_spawner_system(world: &mut World) {
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world.resource_scope(|world, mut scene_spawner: Mut<SceneSpawner>| {
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// remove any loading instances where parent is deleted
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let mut dead_instances = HashSet::default();
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scene_spawner
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.scenes_with_parent
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.retain(|(instance, parent)| {
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let retain = world.get_entity(*parent).is_some();
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if !retain {
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dead_instances.insert(*instance);
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}
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retain
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});
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scene_spawner
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.dynamic_scenes_to_spawn
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.retain(|(_, instance)| !dead_instances.contains(instance));
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scene_spawner
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.scenes_to_spawn
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.retain(|(_, instance)| !dead_instances.contains(instance));
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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 scene_spawner = &mut *scene_spawner;
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for event in scene_spawner
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.scene_asset_event_reader
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.read(scene_asset_events)
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{
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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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updated_spawned_scenes.push(*id);
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}
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}
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}
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scene_spawner.despawn_queued_scenes(world).unwrap();
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scene_spawner.despawn_queued_instances(world);
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scene_spawner
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.spawn_queued_scenes(world)
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.unwrap_or_else(|err| panic!("{}", err));
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scene_spawner
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.update_spawned_scenes(world, &updated_spawned_scenes)
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.unwrap();
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scene_spawner.set_scene_instance_parent_sync(world);
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});
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}
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#[cfg(test)]
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mod tests {
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use bevy_app::App;
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use bevy_asset::{AssetPlugin, AssetServer};
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use bevy_ecs::event::EventReader;
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use bevy_ecs::prelude::ReflectComponent;
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use bevy_ecs::query::With;
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use bevy_ecs::system::{Commands, Res, ResMut, RunSystemOnce};
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use bevy_ecs::{component::Component, system::Query};
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use bevy_reflect::Reflect;
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use crate::{DynamicSceneBuilder, ScenePlugin};
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use super::*;
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#[derive(Reflect, Component, Debug, PartialEq, Eq, Clone, Copy, Default)]
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#[reflect(Component)]
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struct A(usize);
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#[test]
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fn clone_dynamic_entities() {
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let mut world = World::default();
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// setup
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let atr = AppTypeRegistry::default();
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atr.write().register::<A>();
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|
world.insert_resource(atr);
|
|
world.insert_resource(Assets::<DynamicScene>::default());
|
|
|
|
// start test
|
|
world.spawn(A(42));
|
|
|
|
assert_eq!(world.query::<&A>().iter(&world).len(), 1);
|
|
|
|
// clone only existing entity
|
|
let mut scene_spawner = SceneSpawner::default();
|
|
let entity = world.query_filtered::<Entity, With<A>>().single(&world);
|
|
let scene = DynamicSceneBuilder::from_world(&world)
|
|
.extract_entity(entity)
|
|
.build();
|
|
|
|
let scene_id = world.resource_mut::<Assets<DynamicScene>>().add(scene);
|
|
let instance_id = scene_spawner
|
|
.spawn_dynamic_sync(&mut world, &scene_id)
|
|
.unwrap();
|
|
|
|
// verify we spawned exactly one new entity with our expected component
|
|
assert_eq!(world.query::<&A>().iter(&world).len(), 2);
|
|
|
|
// verify that we can get this newly-spawned entity by the instance ID
|
|
let new_entity = scene_spawner
|
|
.iter_instance_entities(instance_id)
|
|
.next()
|
|
.unwrap();
|
|
|
|
// verify this is not the original entity
|
|
assert_ne!(entity, new_entity);
|
|
|
|
// verify this new entity contains the same data as the original entity
|
|
let [old_a, new_a] = world
|
|
.query::<&A>()
|
|
.get_many(&world, [entity, new_entity])
|
|
.unwrap();
|
|
assert_eq!(old_a, new_a);
|
|
}
|
|
|
|
#[derive(Component, Reflect, Default)]
|
|
#[reflect(Component)]
|
|
struct ComponentA;
|
|
|
|
#[test]
|
|
fn event() {
|
|
let mut app = App::new();
|
|
app.add_plugins((AssetPlugin::default(), ScenePlugin));
|
|
|
|
app.register_type::<ComponentA>();
|
|
app.world_mut().spawn(ComponentA);
|
|
app.world_mut().spawn(ComponentA);
|
|
|
|
// Build scene.
|
|
let scene =
|
|
app.world_mut()
|
|
.run_system_once(|world: &World, asset_server: Res<'_, AssetServer>| {
|
|
asset_server.add(DynamicScene::from_world(world))
|
|
});
|
|
|
|
// Spawn scene.
|
|
let scene_entity = app.world_mut().run_system_once(
|
|
move |mut commands: Commands<'_, '_>, mut scene_spawner: ResMut<'_, SceneSpawner>| {
|
|
let scene_entity = commands.spawn_empty().id();
|
|
scene_spawner.spawn_dynamic_as_child(scene.clone(), scene_entity);
|
|
scene_entity
|
|
},
|
|
);
|
|
|
|
// Check for event arrival.
|
|
app.update();
|
|
app.world_mut().run_system_once(
|
|
move |mut ev_scene: EventReader<'_, '_, SceneInstanceReady>| {
|
|
let mut events = ev_scene.read();
|
|
|
|
assert_eq!(
|
|
events.next().expect("found no `SceneInstanceReady` event"),
|
|
&SceneInstanceReady {
|
|
parent: scene_entity
|
|
},
|
|
"`SceneInstanceReady` contains the wrong parent entity"
|
|
);
|
|
assert!(events.next().is_none(), "found more than one event");
|
|
},
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn despawn_scene() {
|
|
let mut app = App::new();
|
|
app.add_plugins((AssetPlugin::default(), ScenePlugin));
|
|
app.register_type::<ComponentA>();
|
|
|
|
let asset_server = app.world().resource::<AssetServer>();
|
|
|
|
// Build scene.
|
|
let scene = asset_server.add(DynamicScene::default());
|
|
let count = 10;
|
|
|
|
// Checks the number of scene instances stored in `SceneSpawner`.
|
|
let check = |world: &mut World, expected_count: usize| {
|
|
let scene_spawner = world.resource::<SceneSpawner>();
|
|
assert_eq!(
|
|
scene_spawner.spawned_dynamic_scenes[&scene.id()].len(),
|
|
expected_count
|
|
);
|
|
assert_eq!(scene_spawner.spawned_instances.len(), expected_count);
|
|
};
|
|
|
|
// Spawn scene.
|
|
for _ in 0..count {
|
|
app.world_mut().spawn((ComponentA, scene.clone()));
|
|
}
|
|
|
|
app.update();
|
|
check(app.world_mut(), count);
|
|
|
|
// Despawn scene.
|
|
app.world_mut().run_system_once(
|
|
|mut commands: Commands, query: Query<Entity, With<ComponentA>>| {
|
|
for entity in query.iter() {
|
|
commands.entity(entity).despawn_recursive();
|
|
}
|
|
},
|
|
);
|
|
|
|
app.update();
|
|
check(app.world_mut(), 0);
|
|
}
|
|
}
|