Comment references non existent `FromResources` instead of `FromWorld` --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François <mockersf@gmail.com>
		
			
				
	
	
		
			163 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			163 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates loading scenes from files.
 | 
						|
use bevy::{prelude::*, tasks::IoTaskPool, utils::Duration};
 | 
						|
use std::{fs::File, io::Write};
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins.set(AssetPlugin::default().watch_for_changes()))
 | 
						|
        .register_type::<ComponentA>()
 | 
						|
        .register_type::<ComponentB>()
 | 
						|
        .register_type::<ResourceA>()
 | 
						|
        .add_systems(
 | 
						|
            Startup,
 | 
						|
            (save_scene_system, load_scene_system, infotext_system),
 | 
						|
        )
 | 
						|
        .add_systems(Update, log_system)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
// Registered components must implement the `Reflect` and `FromWorld` traits.
 | 
						|
// The `Reflect` trait enables serialization, deserialization, and dynamic property access.
 | 
						|
// `Reflect` enable a bunch of cool behaviors, so its worth checking out the dedicated `reflect.rs`
 | 
						|
// example. The `FromWorld` trait determines how your component is constructed when it loads.
 | 
						|
// For simple use cases you can just implement the `Default` trait (which automatically implements
 | 
						|
// `FromWorld`). The simplest registered component just needs these three derives:
 | 
						|
#[derive(Component, Reflect, Default)]
 | 
						|
#[reflect(Component)] // this tells the reflect derive to also reflect component behaviors
 | 
						|
struct ComponentA {
 | 
						|
    pub x: f32,
 | 
						|
    pub y: f32,
 | 
						|
}
 | 
						|
 | 
						|
// Some components have fields that cannot (or should not) be written to scene files. These can be
 | 
						|
// ignored with the #[reflect(skip_serializing)] attribute. This is also generally where the `FromWorld`
 | 
						|
// trait comes into play. `FromWorld` gives you access to your App's current ECS `Resources`
 | 
						|
// when you construct your component.
 | 
						|
#[derive(Component, Reflect)]
 | 
						|
#[reflect(Component)]
 | 
						|
struct ComponentB {
 | 
						|
    pub value: String,
 | 
						|
    #[reflect(skip_serializing)]
 | 
						|
    pub _time_since_startup: Duration,
 | 
						|
}
 | 
						|
 | 
						|
impl FromWorld for ComponentB {
 | 
						|
    fn from_world(world: &mut World) -> Self {
 | 
						|
        let time = world.resource::<Time>();
 | 
						|
        ComponentB {
 | 
						|
            _time_since_startup: time.elapsed(),
 | 
						|
            value: "Default Value".to_string(),
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
// Resources can be serialized in scenes as well, with the same requirements `Component`s have.
 | 
						|
#[derive(Resource, Reflect, Default)]
 | 
						|
#[reflect(Resource)]
 | 
						|
struct ResourceA {
 | 
						|
    pub score: u32,
 | 
						|
}
 | 
						|
 | 
						|
// The initial scene file will be loaded below and not change when the scene is saved
 | 
						|
const SCENE_FILE_PATH: &str = "scenes/load_scene_example.scn.ron";
 | 
						|
 | 
						|
// The new, updated scene data will be saved here so that you can see the changes
 | 
						|
const NEW_SCENE_FILE_PATH: &str = "scenes/load_scene_example-new.scn.ron";
 | 
						|
 | 
						|
fn load_scene_system(mut commands: Commands, asset_server: Res<AssetServer>) {
 | 
						|
    // "Spawning" a scene bundle creates a new entity and spawns new instances
 | 
						|
    // of the given scene's entities as children of that entity.
 | 
						|
    commands.spawn(DynamicSceneBundle {
 | 
						|
        // Scenes are loaded just like any other asset.
 | 
						|
        scene: asset_server.load(SCENE_FILE_PATH),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
}
 | 
						|
 | 
						|
// This system logs all ComponentA components in our world. Try making a change to a ComponentA in
 | 
						|
// load_scene_example.scn. You should immediately see the changes appear in the console.
 | 
						|
fn log_system(
 | 
						|
    query: Query<(Entity, &ComponentA), Changed<ComponentA>>,
 | 
						|
    res: Option<Res<ResourceA>>,
 | 
						|
) {
 | 
						|
    for (entity, component_a) in &query {
 | 
						|
        info!("  Entity({})", entity.index());
 | 
						|
        info!(
 | 
						|
            "    ComponentA: {{ x: {} y: {} }}\n",
 | 
						|
            component_a.x, component_a.y
 | 
						|
        );
 | 
						|
    }
 | 
						|
    if let Some(res) = res {
 | 
						|
        if res.is_added() {
 | 
						|
            info!("  New ResourceA: {{ score: {} }}\n", res.score);
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn save_scene_system(world: &mut World) {
 | 
						|
    // Scenes can be created from any ECS World.
 | 
						|
    // You can either create a new one for the scene or use the current World.
 | 
						|
    // For demonstration purposes, we'll create a new one.
 | 
						|
    let mut scene_world = World::new();
 | 
						|
 | 
						|
    // The `TypeRegistry` resource contains information about all registered types (including components).
 | 
						|
    // This is used to construct scenes, so we'll want to ensure that our previous type registrations
 | 
						|
    // exist in this new scene world as well.
 | 
						|
    // To do this, we can simply clone the `AppTypeRegistry` resource.
 | 
						|
    let type_registry = world.resource::<AppTypeRegistry>().clone();
 | 
						|
    scene_world.insert_resource(type_registry);
 | 
						|
 | 
						|
    let mut component_b = ComponentB::from_world(world);
 | 
						|
    component_b.value = "hello".to_string();
 | 
						|
    scene_world.spawn((
 | 
						|
        component_b,
 | 
						|
        ComponentA { x: 1.0, y: 2.0 },
 | 
						|
        Transform::IDENTITY,
 | 
						|
    ));
 | 
						|
    scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
 | 
						|
    scene_world.insert_resource(ResourceA { score: 1 });
 | 
						|
 | 
						|
    // With our sample world ready to go, we can now create our scene:
 | 
						|
    let scene = DynamicScene::from_world(&scene_world);
 | 
						|
 | 
						|
    // Scenes can be serialized like this:
 | 
						|
    let type_registry = world.resource::<AppTypeRegistry>();
 | 
						|
    let serialized_scene = scene.serialize_ron(type_registry).unwrap();
 | 
						|
 | 
						|
    // Showing the scene in the console
 | 
						|
    info!("{}", serialized_scene);
 | 
						|
 | 
						|
    // Writing the scene to a new file. Using a task to avoid calling the filesystem APIs in a system
 | 
						|
    // as they are blocking
 | 
						|
    // This can't work in WASM as there is no filesystem access
 | 
						|
    #[cfg(not(target_arch = "wasm32"))]
 | 
						|
    IoTaskPool::get()
 | 
						|
        .spawn(async move {
 | 
						|
            // Write the scene RON data to file
 | 
						|
            File::create(format!("assets/{NEW_SCENE_FILE_PATH}"))
 | 
						|
                .and_then(|mut file| file.write(serialized_scene.as_bytes()))
 | 
						|
                .expect("Error while writing scene to file");
 | 
						|
        })
 | 
						|
        .detach();
 | 
						|
}
 | 
						|
 | 
						|
// This is only necessary for the info message in the UI. See examples/ui/text.rs for a standalone
 | 
						|
// text example.
 | 
						|
fn infotext_system(mut commands: Commands) {
 | 
						|
    commands.spawn(Camera2dBundle::default());
 | 
						|
    commands.spawn(
 | 
						|
        TextBundle::from_section(
 | 
						|
            "Nothing to see in this window! Check the console output!",
 | 
						|
            TextStyle {
 | 
						|
                font_size: 50.0,
 | 
						|
                color: Color::WHITE,
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
        )
 | 
						|
        .with_style(Style {
 | 
						|
            align_self: AlignSelf::FlexEnd,
 | 
						|
            ..default()
 | 
						|
        }),
 | 
						|
    );
 | 
						|
}
 |