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Changes Reflect derive for Handle<T>, so scenes with Vec<Handle<T>> can be spawned #2216
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Has anyone taken a look at this yet? it seems like a easy code review |
Ive glanced at it. Its easy to review the code, but I'll need to play around with some scenes first to prove that it behaves the way it should. Planning on doing that today or tomorrow. |
This breaks normal
This is because Handle doesn't implement I also expect it to fail in the same way for Vecs. Additionally, |
Check out the other bevy ReflectValue impls for how this is done. I modified the scene example to test this PR: use bevy::{prelude::*, reflect::{TypeRegistry, TypeUuid}, utils::Duration};
/// This example illustrates loading and saving scenes from files
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.register_type::<ComponentA>()
.register_type::<ComponentB>()
.add_startup_system(save_scene_system.exclusive_system())
.add_startup_system(load_scene_system.system())
.add_startup_system(infotext_system.system())
.add_system(log_system.system())
.run();
}
// Registered components must implement the `Reflect` and `FromResources` 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 `FromResources` trait determines how your component is constructed when it loads.
// For simple use cases you can just implement the `Default` trait (which automatically implements
// FromResources). The simplest registered component just needs these two derives:
#[derive(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(ignore)] attribute. This is also generally where the `FromResources`
// trait comes into play. `FromResources` gives you access to your App's current ECS `Resources`
// when you construct your component.
#[derive(Reflect)]
#[reflect(Component)]
struct ComponentB {
pub value: String,
#[reflect(ignore)]
pub _time_since_startup: Duration,
}
impl FromWorld for ComponentB {
fn from_world(world: &mut World) -> Self {
let time = world.get_resource::<Time>().unwrap();
ComponentB {
_time_since_startup: time.time_since_startup(),
value: "Default Value".to_string(),
}
}
}
fn load_scene_system(asset_server: Res<AssetServer>, mut scene_spawner: ResMut<SceneSpawner>) {
// Scenes are loaded just like any other asset.
let scene_handle: Handle<DynamicScene> = asset_server.load("scenes/load_scene_example.scn.ron");
// SceneSpawner can "spawn" scenes. "Spawning" a scene creates a new instance of the scene in
// the World with new entity ids. This guarantees that it will not overwrite existing
// entities.
scene_spawner.spawn_dynamic(scene_handle);
// This tells the AssetServer to watch for changes to assets.
// It enables our scenes to automatically reload in game when we modify their files
asset_server.watch_for_changes().unwrap();
}
// 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, &Handle<StandardMaterial>), Changed<ComponentA>>) {
for (entity, component_a, material) in query.iter() {
info!(" Entity({})", entity.id());
info!(" Material: {:?}", material);
info!(
" ComponentA: {{ x: {} y: {} }}\n",
component_a.x, component_a.y
);
}
}
pub const MATERIAL_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(StandardMaterial::TYPE_UUID, 3234320022263993879);
fn save_scene_system(world: &mut World) {
{
let mut materials = world.get_resource_mut::<Assets<StandardMaterial>>().unwrap();
materials.set_untracked(MATERIAL_HANDLE, StandardMaterial::default());
};
// Scenes can be created from any ECS World. You can either create a new one for the scene or
// use the current World.
let mut scene_world = World::new();
let mut component_b = ComponentB::from_world(world);
component_b.value = "hello".to_string();
scene_world.spawn().insert_bundle((
component_b,
ComponentA { x: 1.0, y: 2.0 },
Transform::identity(),
MATERIAL_HANDLE.typed::<StandardMaterial>()
));
scene_world
.spawn()
.insert_bundle((ComponentA { x: 3.0, y: 4.0 },));
// The TypeRegistry resource contains information about all registered types (including
// components). This is used to construct scenes.
let type_registry = world.get_resource::<TypeRegistry>().unwrap();
let scene = DynamicScene::from_world(&scene_world, &type_registry);
// Scenes can be serialized like this:
info!("{}", scene.serialize_ron(&type_registry).unwrap());
// TODO: save scene
}
// 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, asset_server: Res<AssetServer>) {
commands.spawn_bundle(UiCameraBundle::default());
commands.spawn_bundle(TextBundle {
style: Style {
align_self: AlignSelf::FlexEnd,
..Default::default()
},
text: Text::with_section(
"Nothing to see in this window! Check the console output!",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 50.0,
color: Color::WHITE,
},
Default::default(),
),
..Default::default()
});
} |
Fixed by #1395 🎉 |
Simplest way of address #2215, but doesn't solve the problem completely