
Resolves #1253 #1562 This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder. In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions. I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
36 lines
1.2 KiB
Rust
36 lines
1.2 KiB
Rust
use bevy::prelude::*;
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/// Hot reloading allows you to modify assets on disk and they will be "live reloaded" while your
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/// game is running. This lets you immediately see the results of your changes without restarting
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/// the game. This example illustrates hot reloading mesh changes.
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fn main() {
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App::build()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Load our mesh:
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let scene_handle = asset_server.load("models/monkey/Monkey.gltf#Scene0");
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// Tell the asset server to watch for asset changes on disk:
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asset_server.watch_for_changes().unwrap();
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// Any changes to the mesh will be reloaded automatically! Try making a change to Monkey.gltf.
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// You should see the changes immediately show up in your app.
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// mesh
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commands.spawn_scene(scene_handle);
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// light
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commands.spawn_bundle(LightBundle {
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transform: Transform::from_xyz(4.0, 5.0, 4.0),
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..Default::default()
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});
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// camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(2.0, 2.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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}
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