bevy/crates/bevy_scene/src/lib.rs
Carter Anderson f3b2139e92
Only despawn scene entities still in the hierarchy (#17938)
Fixes #17883

# Objective + Solution

When doing normal scene root entity despawns (which are notably now
recursive), do not despawn instanced entities that are no longer in the
hierarchy.

(I would not classify this as a bug, but rather a behavior change)

## Migration Guide

If you previously relied on scene entities no longer in the hierarchy
being despawned when the scene root is despawned , use
`SceneSpawner::despawn_instance()` instead.
2025-02-22 01:53:08 +00:00

108 lines
3.5 KiB
Rust

#![cfg_attr(docsrs, feature(doc_auto_cfg))]
#![doc(
html_logo_url = "https://bevyengine.org/assets/icon.png",
html_favicon_url = "https://bevyengine.org/assets/icon.png"
)]
//! Provides scene definition, instantiation and serialization/deserialization.
//!
//! Scenes are collections of entities and their associated components that can be
//! instantiated or removed from a world to allow composition. Scenes can be serialized/deserialized,
//! for example to save part of the world state to a file.
extern crate alloc;
mod components;
mod dynamic_scene;
mod dynamic_scene_builder;
mod scene;
mod scene_filter;
mod scene_loader;
mod scene_spawner;
#[cfg(feature = "serialize")]
pub mod serde;
/// Rusty Object Notation, a crate used to serialize and deserialize bevy scenes.
pub use bevy_asset::ron;
use bevy_ecs::schedule::IntoSystemConfigs;
pub use components::*;
pub use dynamic_scene::*;
pub use dynamic_scene_builder::*;
pub use scene::*;
pub use scene_filter::*;
pub use scene_loader::*;
pub use scene_spawner::*;
/// The scene prelude.
///
/// This includes the most common types in this crate, re-exported for your convenience.
pub mod prelude {
#[doc(hidden)]
pub use crate::{
DynamicScene, DynamicSceneBuilder, DynamicSceneRoot, Scene, SceneFilter, SceneRoot,
SceneSpawner,
};
}
use bevy_app::prelude::*;
use bevy_asset::AssetApp;
/// Plugin that provides scene functionality to an [`App`].
#[derive(Default)]
pub struct ScenePlugin;
#[cfg(feature = "serialize")]
impl Plugin for ScenePlugin {
fn build(&self, app: &mut App) {
app.init_asset::<DynamicScene>()
.init_asset::<Scene>()
.init_asset_loader::<SceneLoader>()
.init_resource::<SceneSpawner>()
.register_type::<SceneRoot>()
.register_type::<DynamicSceneRoot>()
.add_systems(SpawnScene, (scene_spawner, scene_spawner_system).chain());
// Register component hooks for DynamicSceneRoot
app.world_mut()
.register_component_hooks::<DynamicSceneRoot>()
.on_remove(|mut world, context| {
let Some(handle) = world.get::<DynamicSceneRoot>(context.entity) else {
return;
};
let id = handle.id();
if let Some(&SceneInstance(scene_instance)) =
world.get::<SceneInstance>(context.entity)
{
let Some(mut scene_spawner) = world.get_resource_mut::<SceneSpawner>() else {
return;
};
if let Some(instance_ids) = scene_spawner.spawned_dynamic_scenes.get_mut(&id) {
instance_ids.remove(&scene_instance);
}
scene_spawner.unregister_instance(scene_instance);
}
});
// Register component hooks for SceneRoot
app.world_mut()
.register_component_hooks::<SceneRoot>()
.on_remove(|mut world, context| {
if let Some(&SceneInstance(scene_instance)) =
world.get::<SceneInstance>(context.entity)
{
let Some(mut scene_spawner) = world.get_resource_mut::<SceneSpawner>() else {
return;
};
scene_spawner.unregister_instance(scene_instance);
}
});
}
}
#[cfg(not(feature = "serialize"))]
impl Plugin for ScenePlugin {
fn build(&self, _: &mut App) {}
}