154 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			154 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{prelude::*, type_registry::TypeRegistry};
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| 
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| /// This example illustrates loading and saving scenes from files
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| fn main() {
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|     App::build()
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|         .add_default_plugins()
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|         // Registering components informs Bevy that they exist. This allows them to be used when loading scenes
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|         // This step is only required if you want to load your components from scene files.
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|         // Unregistered components can still be used in your code, but they will be ignored during scene save/load.
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|         // In the future registering components will also make them usable from the Bevy editor.
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|         // The core Bevy plugins already register their components, so you only need this step for custom components.
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|         .register_component::<ComponentA>()
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|         .register_component::<ComponentB>()
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|         .add_startup_system(save_scene_system.thread_local_system())
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|         .add_startup_system(load_scene_system.system())
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|         .add_startup_system(infotext_system.system())
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|         .add_system(print_system.system())
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|         .run();
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| }
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| 
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| // Registered components must implement the `Properties` and `FromResources` traits.
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| // The `Properties` trait enables serialization, deserialization, dynamic property access, and change detection.
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| // `Properties` enable a bunch of cool behaviors, so its worth checking out the dedicated `properties.rs` example.
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| // The `FromResources` trait determines how your component is constructed when it loads. For simple use cases you can just
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| // implement the `Default` trait (which automatically implements FromResources). The simplest registered component just needs
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| // these two derives:
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| #[derive(Properties, Default)]
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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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| 
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| // Some components have fields that cannot (or should not) be written to scene files. These can be ignored with
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| // the #[property(ignore)] attribute. This is also generally where the `FromResources` trait comes into play.
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| // `FromResources` gives you access to your App's current ECS `Resources` when you construct your component.
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| #[derive(Properties)]
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| struct ComponentB {
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|     pub value: String,
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|     #[property(ignore)]
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|     pub time_since_startup: std::time::Duration,
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| }
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| 
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| impl FromResources for ComponentB {
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|     fn from_resources(resources: &Resources) -> Self {
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|         let time = resources.get::<Time>().unwrap();
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|         ComponentB {
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|             time_since_startup: time.time_since_startup(),
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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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| 
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| fn load_scene_system(asset_server: Res<AssetServer>, mut scene_spawner: ResMut<SceneSpawner>) {
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|     // Scenes are loaded just like any other asset.
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|     let scene_handle: Handle<Scene> = asset_server
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|         .load("assets/scenes/load_scene_example.scn")
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|         .unwrap();
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| 
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|     // SceneSpawner can "instance" scenes. "instancing" a scene creates a new instance of the scene in the World with new entity ids.
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|     // This guarantees that it will not overwrite existing entities.
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|     scene_spawner.instance(scene_handle);
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| 
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|     // SceneSpawner can also "load" scenes. "loading" a scene preserves the entity ids in the scene.
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|     // In general, you should "instance" scenes when you are dynamically composing your World and "load" scenes for things like game saves.
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|     scene_spawner.load(scene_handle);
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| 
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|     // we have now loaded `scene_handle` AND instanced it, which means our World now has one set of entities with the Scene's ids and
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|     // one set of entities with new ids
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| 
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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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|     asset_server.watch_for_changes().unwrap();
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| }
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| 
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| // Using SceneSpawner instance() and load() queues them up to be added to the World at the beginning of the next update. However if
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| // you need scenes to load immediately, you can use the following approach. But be aware that this takes full control of the ECS world
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| // and therefore blocks other parallel systems from executing until it finishes. In most cases you should use the SceneSpawner
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| // instance() and load() methods.
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| #[allow(dead_code)]
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| fn load_scene_right_now_system(world: &mut World, resources: &mut Resources) {
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|     let scene_handle: Handle<Scene> = {
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|         let asset_server = resources.get::<AssetServer>().unwrap();
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|         let mut scenes = resources.get_mut::<Assets<Scene>>().unwrap();
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|         asset_server
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|             .load_sync(&mut scenes, "assets/scenes/load_scene_example.scn")
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|             .unwrap()
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|     };
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|     let mut scene_spawner = resources.get_mut::<SceneSpawner>().unwrap();
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|     scene_spawner
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|         .load_sync(world, resources, scene_handle)
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|         .unwrap();
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| }
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| 
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| // This system prints all ComponentA components in our world. Try making a change to a ComponentA in load_scene_example.scn.
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| // You should immediately see the changes appear in the console.
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| fn print_system(mut query: Query<(Entity, Changed<ComponentA>)>) {
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|     for (entity, component_a) in &mut query.iter() {
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|         println!("  Entity({})", entity.id());
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|         println!(
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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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| 
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| fn save_scene_system(_world: &mut World, resources: &mut Resources) {
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|     // Scenes can be created from any ECS World. You can either create a new one for the scene or use the current World.
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|     let mut world = World::new();
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|     world.spawn((
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|         ComponentA { x: 1.0, y: 2.0 },
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|         ComponentB {
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|             value: "hello".to_string(),
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|             ..ComponentB::from_resources(resources)
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|         },
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|     ));
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|     world.spawn((ComponentA { x: 3.0, y: 4.0 },));
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| 
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|     // The component registry resource contains information about all registered components. This is used to construct scenes.
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|     let type_registry = resources.get::<TypeRegistry>().unwrap();
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|     let scene = Scene::from_world(&world, &type_registry.component.read().unwrap());
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| 
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|     // Scenes can be serialized like this:
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|     println!(
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|         "{}",
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|         scene
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|             .serialize_ron(&type_registry.property.read().unwrap())
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|             .unwrap()
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|     );
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| 
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|     // TODO: save scene
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| }
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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 text example.
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| fn infotext_system(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     let font_handle = asset_server.load("assets/fonts/FiraSans-Bold.ttf").unwrap();
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|     commands
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|         .spawn(UiCameraComponents::default())
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|         .spawn(TextComponents {
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|             style: Style {
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|                 align_self: AlignSelf::FlexEnd,
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|                 ..Default::default()
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|             },
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|             text: Text {
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|                 value: "Nothing to see in this window! Check the console output!".to_string(),
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|                 font: font_handle,
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|                 style: TextStyle {
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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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|             ..Default::default()
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|         });
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| }
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