 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>
		
			
				
	
	
		
			349 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			349 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to create a loading screen that waits for assets to load and render.
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| use bevy::{ecs::system::SystemId, prelude::*};
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| use pipelines_ready::*;
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| 
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| // The way we'll go about doing this in this example is to
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| // keep track of all assets that we want to have loaded before
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| // we transition to the desired scene.
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| //
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| // In order to ensure that visual assets are fully rendered
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| // before transitioning to the scene, we need to get the
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| // current status of cached pipelines.
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| //
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| // While loading and pipelines compilation is happening, we
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| // will show a loading screen. Once loading is complete, we
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| // will transition to the scene we just loaded.
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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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|         // `PipelinesReadyPlugin` is declared in the `pipelines_ready` module below.
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|         .add_plugins(PipelinesReadyPlugin)
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|         .insert_resource(LoadingState::default())
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|         .insert_resource(LoadingData::new(5))
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|         .add_systems(Startup, (setup, load_loading_screen))
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|         .add_systems(
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|             Update,
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|             (update_loading_data, level_selection, display_loading_screen),
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|         )
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|         .run();
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| }
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| 
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| // A `Resource` that holds the current loading state.
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| #[derive(Resource, Default)]
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| enum LoadingState {
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|     #[default]
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|     LevelReady,
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|     LevelLoading,
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| }
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| 
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| // A resource that holds the current loading data.
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| #[derive(Resource, Debug, Default)]
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| struct LoadingData {
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|     // This will hold the currently unloaded/loading assets.
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|     loading_assets: Vec<UntypedHandle>,
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|     // Number of frames that everything needs to be ready for.
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|     // This is to prevent going into the fully loaded state in instances
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|     // where there might be a some frames between certain loading/pipelines action.
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|     confirmation_frames_target: usize,
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|     // Current number of confirmation frames.
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|     confirmation_frames_count: usize,
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| }
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| 
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| impl LoadingData {
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|     fn new(confirmation_frames_target: usize) -> Self {
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|         Self {
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|             loading_assets: Vec::new(),
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|             confirmation_frames_target,
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|             confirmation_frames_count: 0,
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|         }
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|     }
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| }
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| 
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| // This resource will hold the level related systems ID for later use.
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| #[derive(Resource)]
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| struct LevelData {
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|     unload_level_id: SystemId,
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|     level_1_id: SystemId,
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|     level_2_id: SystemId,
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| }
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| 
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| fn setup(mut commands: Commands) {
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|     let level_data = LevelData {
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|         unload_level_id: commands.register_one_shot_system(unload_current_level),
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|         level_1_id: commands.register_one_shot_system(load_level_1),
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|         level_2_id: commands.register_one_shot_system(load_level_2),
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|     };
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|     commands.insert_resource(level_data);
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| 
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|     // Spawns the UI that will show the user prompts.
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|     let text_style = TextStyle {
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|         font_size: 50.0,
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|         ..default()
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|     };
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|     commands
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|         .spawn(NodeBundle {
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|             background_color: BackgroundColor(Color::NONE),
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|             style: Style {
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|                 justify_self: JustifySelf::Center,
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|                 align_self: AlignSelf::FlexEnd,
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|parent| {
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|             parent.spawn(TextBundle::from_section(
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|                 "Press 1 or 2 to load a new scene.",
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|                 text_style,
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|             ));
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|         });
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| }
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| 
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| // Selects the level you want to load.
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| fn level_selection(
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|     mut commands: Commands,
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|     keyboard: Res<ButtonInput<KeyCode>>,
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|     level_data: Res<LevelData>,
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|     loading_state: Res<LoadingState>,
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| ) {
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|     // Only trigger a load if the current level is fully loaded.
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|     if let LoadingState::LevelReady = loading_state.as_ref() {
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|         if keyboard.just_pressed(KeyCode::Digit1) {
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|             commands.run_system(level_data.unload_level_id);
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|             commands.run_system(level_data.level_1_id);
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|         } else if keyboard.just_pressed(KeyCode::Digit2) {
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|             commands.run_system(level_data.unload_level_id);
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|             commands.run_system(level_data.level_2_id);
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|         }
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|     }
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| }
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| 
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| // Marker component for easier deletion of entities.
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| #[derive(Component)]
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| struct LevelComponents;
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| 
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| // Removes all currently loaded level assets from the game World.
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| fn unload_current_level(
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|     mut commands: Commands,
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|     mut loading_state: ResMut<LoadingState>,
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|     entities: Query<Entity, With<LevelComponents>>,
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| ) {
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|     *loading_state = LoadingState::LevelLoading;
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|     for entity in entities.iter() {
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|         commands.entity(entity).despawn_recursive();
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|     }
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| }
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| 
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| fn load_level_1(
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|     mut commands: Commands,
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|     mut loading_data: ResMut<LoadingData>,
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|     asset_server: Res<AssetServer>,
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| ) {
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|     // Spawn the camera.
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|     commands.spawn((
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|         Camera3dBundle {
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|             transform: Transform::from_xyz(155.0, 155.0, 155.0)
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|                 .looking_at(Vec3::new(0.0, 40.0, 0.0), Vec3::Y),
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|             ..default()
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|         },
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|         LevelComponents,
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|     ));
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| 
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|     // Save the asset into the `loading_assets` vector.
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|     let fox = asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb"));
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|     loading_data.loading_assets.push(fox.clone().into());
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|     // Spawn the fox.
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|     commands.spawn((
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|         SceneBundle {
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|             scene: fox.clone(),
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|             transform: Transform::from_xyz(0.0, 0.0, 0.0),
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|             ..default()
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|         },
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|         LevelComponents,
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|     ));
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| 
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|     // Spawn the light.
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|     commands.spawn((
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|         DirectionalLightBundle {
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|             transform: Transform::from_xyz(3.0, 3.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
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|             directional_light: DirectionalLight {
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|                 shadows_enabled: true,
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|                 ..default()
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|             },
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|             ..default()
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|         },
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|         LevelComponents,
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|     ));
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| }
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| 
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| fn load_level_2(
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|     mut commands: Commands,
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|     mut loading_data: ResMut<LoadingData>,
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|     asset_server: Res<AssetServer>,
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| ) {
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|     // Spawn the camera.
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|     commands.spawn((
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|         Camera3dBundle {
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|             transform: Transform::from_xyz(1.0, 1.0, 1.0)
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|                 .looking_at(Vec3::new(0.0, 0.2, 0.0), Vec3::Y),
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|             ..default()
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|         },
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|         LevelComponents,
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|     ));
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| 
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|     // Spawn the helmet.
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|     let helmet_scene = asset_server
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|         .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
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|     loading_data
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|         .loading_assets
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|         .push(helmet_scene.clone().into());
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|     commands.spawn((
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|         SceneBundle {
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|             scene: helmet_scene.clone(),
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|             ..default()
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|         },
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|         LevelComponents,
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|     ));
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| 
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|     // Spawn the light.
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|     commands.spawn((
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|         DirectionalLightBundle {
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|             transform: Transform::from_xyz(3.0, 3.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
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|             directional_light: DirectionalLight {
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|                 shadows_enabled: true,
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|                 ..default()
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|             },
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|             ..default()
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|         },
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|         LevelComponents,
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|     ));
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| }
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| 
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| // Monitors current loading status of assets.
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| fn update_loading_data(
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|     mut loading_data: ResMut<LoadingData>,
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|     mut loading_state: ResMut<LoadingState>,
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|     asset_server: Res<AssetServer>,
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|     pipelines_ready: Res<PipelinesReady>,
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| ) {
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|     if !loading_data.loading_assets.is_empty() || !pipelines_ready.0 {
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|         // If we are still loading assets / pipelines are not fully compiled,
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|         // we reset the confirmation frame count.
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|         loading_data.confirmation_frames_count = 0;
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| 
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|         // Go through each asset and verify their load states.
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|         // Any assets that are loaded are then added to the pop list for later removal.
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|         let mut pop_list: Vec<usize> = Vec::new();
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|         for (index, asset) in loading_data.loading_assets.iter().enumerate() {
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|             if let Some(state) = asset_server.get_load_states(asset) {
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|                 if let bevy::asset::RecursiveDependencyLoadState::Loaded = state.2 {
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|                     pop_list.push(index);
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|                 }
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|             }
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|         }
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| 
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|         // Remove all loaded assets from the loading_assets list.
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|         for i in pop_list.iter() {
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|             loading_data.loading_assets.remove(*i);
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|         }
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| 
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|         // If there are no more assets being monitored, and pipelines
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|         // are compiled, then start counting confirmation frames.
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|         // Once enough confirmations have passed, everything will be
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|         // considered to be fully loaded.
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|     } else {
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|         loading_data.confirmation_frames_count += 1;
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|         if loading_data.confirmation_frames_count == loading_data.confirmation_frames_target {
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|             *loading_state = LoadingState::LevelReady;
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|         }
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|     }
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| }
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| 
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| // Marker tag for loading screen components.
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| #[derive(Component)]
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| struct LoadingScreen;
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| 
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| // Spawns the necessary components for the loading screen.
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| fn load_loading_screen(mut commands: Commands) {
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|     let text_style = TextStyle {
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|         font_size: 80.0,
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|         ..default()
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|     };
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| 
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|     // Spawn the UI and Loading screen camera.
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|     commands.spawn((
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|         Camera2dBundle {
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|             camera: Camera {
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|                 order: 1,
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|                 ..default()
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|             },
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|             ..default()
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|         },
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|         LoadingScreen,
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|     ));
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| 
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|     // Spawn the UI that will make up the loading screen.
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|     commands
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|         .spawn((
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|             NodeBundle {
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|                 background_color: BackgroundColor(Color::BLACK),
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|                 style: Style {
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|                     height: Val::Percent(100.0),
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|                     width: Val::Percent(100.0),
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|                     justify_content: JustifyContent::Center,
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|                     align_items: AlignItems::Center,
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|                     ..default()
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|                 },
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|                 ..default()
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|             },
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|             LoadingScreen,
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|         ))
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|         .with_children(|parent| {
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|             parent.spawn(TextBundle::from_sections([TextSection::new(
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|                 "Loading...",
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|                 text_style.clone(),
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|             )]));
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|         });
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| }
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| 
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| // Determines when to show the loading screen
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| fn display_loading_screen(
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|     mut loading_screen: Query<&mut Visibility, With<LoadingScreen>>,
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|     loading_state: Res<LoadingState>,
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| ) {
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|     match loading_state.as_ref() {
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|         LoadingState::LevelLoading => {
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|             *loading_screen.get_single_mut().unwrap() = Visibility::Visible;
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|         }
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|         LoadingState::LevelReady => *loading_screen.get_single_mut().unwrap() = Visibility::Hidden,
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|     };
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| }
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| 
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| mod pipelines_ready {
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|     use bevy::{prelude::*, render::render_resource::*, render::*};
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| 
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|     pub struct PipelinesReadyPlugin;
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|     impl Plugin for PipelinesReadyPlugin {
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|         fn build(&self, app: &mut App) {
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|             app.insert_resource(PipelinesReady::default());
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| 
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|             // In order to gain access to the pipelines status, we have to
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|             // go into the `RenderApp`, grab the resource from the main App
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|             // and then update the pipelines status from there.
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|             // Writing between these Apps can only be done through the
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|             // `ExtractSchedule`.
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|             app.sub_app_mut(bevy::render::RenderApp)
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|                 .add_systems(ExtractSchedule, update_pipelines_ready);
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|         }
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|     }
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| 
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|     #[derive(Resource, Debug, Default)]
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|     pub struct PipelinesReady(pub bool);
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| 
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|     fn update_pipelines_ready(mut main_world: ResMut<MainWorld>, pipelines: Res<PipelineCache>) {
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|         if let Some(mut pipelines_ready) = main_world.get_resource_mut::<PipelinesReady>() {
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|             pipelines_ready.0 = pipelines.waiting_pipelines().count() == 0;
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|         }
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|     }
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| }
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