 5559632977
			
		
	
	
		5559632977
		
			
		
	
	
	
	
		
			
			# Objective - Followup to #13548 - It added a list of all possible labels to documentation. This seems hard to keep up and doesn't stop people from making spelling mistake ## Solution - Add an enum that can create all the labels possible, and encourage its use rather than manually typed labels --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com>
		
			
				
	
	
		
			42 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			42 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Hot reloading allows you to modify assets files to be immediately reloaded while your game is
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| //! running. This lets you immediately see the results of your changes without restarting the game.
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| //! This example illustrates hot reloading mesh changes.
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| //!
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| //! Note that hot asset reloading requires the [`AssetWatcher`](bevy::asset::io::AssetWatcher) to be enabled
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| //! for your current platform. For desktop platforms, enable the `file_watcher` cargo feature.
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| 
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| use bevy::prelude::*;
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, setup)
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|         .run();
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| }
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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 =
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|         asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/torus/torus.gltf"));
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| 
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|     // Any changes to the mesh will be reloaded automatically! Try making a change to torus.gltf.
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|     // You should see the changes immediately show up in your app.
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| 
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|     // mesh
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|     commands.spawn(SceneBundle {
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|         scene: scene_handle,
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|         ..default()
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|     });
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|     // light
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|     commands.spawn(DirectionalLightBundle {
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|         directional_light: DirectionalLight::default(),
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|         transform: Transform::from_xyz(4.0, 5.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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|     // camera
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|     commands.spawn(Camera3dBundle {
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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()
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|     });
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| }
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