 9e4c07238b
			
		
	
	
		9e4c07238b
		
			
		
	
	
	
	
		
			
			# Objective Fix #16792 ## Solution Fix the logic to retain loaded ones ## Testing Unable to test due to #16988
		
			
				
	
	
		
			305 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			305 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to create a loading screen that waits for assets to load and render.
 | |
| use bevy::{ecs::system::SystemId, prelude::*};
 | |
| use pipelines_ready::*;
 | |
| 
 | |
| // The way we'll go about doing this in this example is to
 | |
| // keep track of all assets that we want to have loaded before
 | |
| // we transition to the desired scene.
 | |
| //
 | |
| // In order to ensure that visual assets are fully rendered
 | |
| // before transitioning to the scene, we need to get the
 | |
| // current status of cached pipelines.
 | |
| //
 | |
| // While loading and pipelines compilation is happening, we
 | |
| // will show a loading screen. Once loading is complete, we
 | |
| // will transition to the scene we just loaded.
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         // `PipelinesReadyPlugin` is declared in the `pipelines_ready` module below.
 | |
|         .add_plugins(PipelinesReadyPlugin)
 | |
|         .insert_resource(LoadingState::default())
 | |
|         .insert_resource(LoadingData::new(5))
 | |
|         .add_systems(Startup, (setup, load_loading_screen))
 | |
|         .add_systems(
 | |
|             Update,
 | |
|             (update_loading_data, level_selection, display_loading_screen),
 | |
|         )
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| // A `Resource` that holds the current loading state.
 | |
| #[derive(Resource, Default)]
 | |
| enum LoadingState {
 | |
|     #[default]
 | |
|     LevelReady,
 | |
|     LevelLoading,
 | |
| }
 | |
| 
 | |
| // A resource that holds the current loading data.
 | |
| #[derive(Resource, Debug, Default)]
 | |
| struct LoadingData {
 | |
|     // This will hold the currently unloaded/loading assets.
 | |
|     loading_assets: Vec<UntypedHandle>,
 | |
|     // Number of frames that everything needs to be ready for.
 | |
|     // This is to prevent going into the fully loaded state in instances
 | |
|     // where there might be a some frames between certain loading/pipelines action.
 | |
|     confirmation_frames_target: usize,
 | |
|     // Current number of confirmation frames.
 | |
|     confirmation_frames_count: usize,
 | |
| }
 | |
| 
 | |
| impl LoadingData {
 | |
|     fn new(confirmation_frames_target: usize) -> Self {
 | |
|         Self {
 | |
|             loading_assets: Vec::new(),
 | |
|             confirmation_frames_target,
 | |
|             confirmation_frames_count: 0,
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| // This resource will hold the level related systems ID for later use.
 | |
| #[derive(Resource)]
 | |
| struct LevelData {
 | |
|     unload_level_id: SystemId,
 | |
|     level_1_id: SystemId,
 | |
|     level_2_id: SystemId,
 | |
| }
 | |
| 
 | |
| fn setup(mut commands: Commands) {
 | |
|     let level_data = LevelData {
 | |
|         unload_level_id: commands.register_system(unload_current_level),
 | |
|         level_1_id: commands.register_system(load_level_1),
 | |
|         level_2_id: commands.register_system(load_level_2),
 | |
|     };
 | |
|     commands.insert_resource(level_data);
 | |
| 
 | |
|     // Spawns the UI that will show the user prompts.
 | |
|     let text_style = TextFont {
 | |
|         font_size: 42.0,
 | |
|         ..default()
 | |
|     };
 | |
|     commands
 | |
|         .spawn((
 | |
|             Node {
 | |
|                 justify_self: JustifySelf::Center,
 | |
|                 align_self: AlignSelf::FlexEnd,
 | |
|                 ..default()
 | |
|             },
 | |
|             BackgroundColor(Color::NONE),
 | |
|         ))
 | |
|         .with_child((Text::new("Press 1 or 2 to load a new scene."), text_style));
 | |
| }
 | |
| 
 | |
| // Selects the level you want to load.
 | |
| fn level_selection(
 | |
|     mut commands: Commands,
 | |
|     keyboard: Res<ButtonInput<KeyCode>>,
 | |
|     level_data: Res<LevelData>,
 | |
|     loading_state: Res<LoadingState>,
 | |
| ) {
 | |
|     // Only trigger a load if the current level is fully loaded.
 | |
|     if let LoadingState::LevelReady = loading_state.as_ref() {
 | |
|         if keyboard.just_pressed(KeyCode::Digit1) {
 | |
|             commands.run_system(level_data.unload_level_id);
 | |
|             commands.run_system(level_data.level_1_id);
 | |
|         } else if keyboard.just_pressed(KeyCode::Digit2) {
 | |
|             commands.run_system(level_data.unload_level_id);
 | |
|             commands.run_system(level_data.level_2_id);
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| // Marker component for easier deletion of entities.
 | |
| #[derive(Component)]
 | |
| struct LevelComponents;
 | |
| 
 | |
| // Removes all currently loaded level assets from the game World.
 | |
| fn unload_current_level(
 | |
|     mut commands: Commands,
 | |
|     mut loading_state: ResMut<LoadingState>,
 | |
|     entities: Query<Entity, With<LevelComponents>>,
 | |
| ) {
 | |
|     *loading_state = LoadingState::LevelLoading;
 | |
|     for entity in entities.iter() {
 | |
|         commands.entity(entity).despawn_recursive();
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn load_level_1(
 | |
|     mut commands: Commands,
 | |
|     mut loading_data: ResMut<LoadingData>,
 | |
|     asset_server: Res<AssetServer>,
 | |
| ) {
 | |
|     // Spawn the camera.
 | |
|     commands.spawn((
 | |
|         Camera3d::default(),
 | |
|         Transform::from_xyz(155.0, 155.0, 155.0).looking_at(Vec3::new(0.0, 40.0, 0.0), Vec3::Y),
 | |
|         LevelComponents,
 | |
|     ));
 | |
| 
 | |
|     // Save the asset into the `loading_assets` vector.
 | |
|     let fox = asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb"));
 | |
|     loading_data.loading_assets.push(fox.clone().into());
 | |
|     // Spawn the fox.
 | |
|     commands.spawn((
 | |
|         SceneRoot(fox.clone()),
 | |
|         Transform::from_xyz(0.0, 0.0, 0.0),
 | |
|         LevelComponents,
 | |
|     ));
 | |
| 
 | |
|     // Spawn the light.
 | |
|     commands.spawn((
 | |
|         DirectionalLight {
 | |
|             shadows_enabled: true,
 | |
|             ..default()
 | |
|         },
 | |
|         Transform::from_xyz(3.0, 3.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|         LevelComponents,
 | |
|     ));
 | |
| }
 | |
| 
 | |
| fn load_level_2(
 | |
|     mut commands: Commands,
 | |
|     mut loading_data: ResMut<LoadingData>,
 | |
|     asset_server: Res<AssetServer>,
 | |
| ) {
 | |
|     // Spawn the camera.
 | |
|     commands.spawn((
 | |
|         Camera3d::default(),
 | |
|         Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::new(0.0, 0.2, 0.0), Vec3::Y),
 | |
|         LevelComponents,
 | |
|     ));
 | |
| 
 | |
|     // Spawn the helmet.
 | |
|     let helmet_scene = asset_server
 | |
|         .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
 | |
|     loading_data
 | |
|         .loading_assets
 | |
|         .push(helmet_scene.clone().into());
 | |
|     commands.spawn((SceneRoot(helmet_scene.clone()), LevelComponents));
 | |
| 
 | |
|     // Spawn the light.
 | |
|     commands.spawn((
 | |
|         DirectionalLight {
 | |
|             shadows_enabled: true,
 | |
|             ..default()
 | |
|         },
 | |
|         Transform::from_xyz(3.0, 3.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|         LevelComponents,
 | |
|     ));
 | |
| }
 | |
| 
 | |
| // Monitors current loading status of assets.
 | |
| fn update_loading_data(
 | |
|     mut loading_data: ResMut<LoadingData>,
 | |
|     mut loading_state: ResMut<LoadingState>,
 | |
|     asset_server: Res<AssetServer>,
 | |
|     pipelines_ready: Res<PipelinesReady>,
 | |
| ) {
 | |
|     if !loading_data.loading_assets.is_empty() || !pipelines_ready.0 {
 | |
|         // If we are still loading assets / pipelines are not fully compiled,
 | |
|         // we reset the confirmation frame count.
 | |
|         loading_data.confirmation_frames_count = 0;
 | |
| 
 | |
|         loading_data.loading_assets.retain(|asset| {
 | |
|             asset_server
 | |
|                 .get_recursive_dependency_load_state(asset)
 | |
|                 .is_none_or(|state| !state.is_loaded())
 | |
|         });
 | |
| 
 | |
|         // If there are no more assets being monitored, and pipelines
 | |
|         // are compiled, then start counting confirmation frames.
 | |
|         // Once enough confirmations have passed, everything will be
 | |
|         // considered to be fully loaded.
 | |
|     } else {
 | |
|         loading_data.confirmation_frames_count += 1;
 | |
|         if loading_data.confirmation_frames_count == loading_data.confirmation_frames_target {
 | |
|             *loading_state = LoadingState::LevelReady;
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| // Marker tag for loading screen components.
 | |
| #[derive(Component)]
 | |
| struct LoadingScreen;
 | |
| 
 | |
| // Spawns the necessary components for the loading screen.
 | |
| fn load_loading_screen(mut commands: Commands) {
 | |
|     let text_style = TextFont {
 | |
|         font_size: 67.0,
 | |
|         ..default()
 | |
|     };
 | |
| 
 | |
|     // Spawn the UI and Loading screen camera.
 | |
|     commands.spawn((
 | |
|         Camera2d,
 | |
|         Camera {
 | |
|             order: 1,
 | |
|             ..default()
 | |
|         },
 | |
|         LoadingScreen,
 | |
|     ));
 | |
| 
 | |
|     // Spawn the UI that will make up the loading screen.
 | |
|     commands
 | |
|         .spawn((
 | |
|             Node {
 | |
|                 height: Val::Percent(100.0),
 | |
|                 width: Val::Percent(100.0),
 | |
|                 justify_content: JustifyContent::Center,
 | |
|                 align_items: AlignItems::Center,
 | |
|                 ..default()
 | |
|             },
 | |
|             BackgroundColor(Color::BLACK),
 | |
|             LoadingScreen,
 | |
|         ))
 | |
|         .with_child((Text::new("Loading..."), text_style.clone()));
 | |
| }
 | |
| 
 | |
| // Determines when to show the loading screen
 | |
| fn display_loading_screen(
 | |
|     mut loading_screen: Single<&mut Visibility, (With<LoadingScreen>, With<Node>)>,
 | |
|     loading_state: Res<LoadingState>,
 | |
| ) {
 | |
|     let visibility = match loading_state.as_ref() {
 | |
|         LoadingState::LevelLoading => Visibility::Visible,
 | |
|         LoadingState::LevelReady => Visibility::Hidden,
 | |
|     };
 | |
| 
 | |
|     **loading_screen = visibility;
 | |
| }
 | |
| 
 | |
| mod pipelines_ready {
 | |
|     use bevy::{
 | |
|         prelude::*,
 | |
|         render::{render_resource::*, *},
 | |
|     };
 | |
| 
 | |
|     pub struct PipelinesReadyPlugin;
 | |
|     impl Plugin for PipelinesReadyPlugin {
 | |
|         fn build(&self, app: &mut App) {
 | |
|             app.insert_resource(PipelinesReady::default());
 | |
| 
 | |
|             // In order to gain access to the pipelines status, we have to
 | |
|             // go into the `RenderApp`, grab the resource from the main App
 | |
|             // and then update the pipelines status from there.
 | |
|             // Writing between these Apps can only be done through the
 | |
|             // `ExtractSchedule`.
 | |
|             app.sub_app_mut(RenderApp)
 | |
|                 .add_systems(ExtractSchedule, update_pipelines_ready);
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     #[derive(Resource, Debug, Default)]
 | |
|     pub struct PipelinesReady(pub bool);
 | |
| 
 | |
|     fn update_pipelines_ready(mut main_world: ResMut<MainWorld>, pipelines: Res<PipelineCache>) {
 | |
|         if let Some(mut pipelines_ready) = main_world.get_resource_mut::<PipelinesReady>() {
 | |
|             pipelines_ready.0 = pipelines.waiting_pipelines().count() == 0;
 | |
|         }
 | |
|     }
 | |
| }
 |