pub struct SceneHook { /* private fields */ }
Expand description

Add this as a component to any entity to run hook when the scene is loaded.

You can use it to add your own non-serializable components to entites present in a scene file.

A typical usage is adding animation, physics collision data or marker components to a scene spawned from a file format that do not support it.

Example

use bevy_scene_hook::{SceneHook, HookedSceneBundle};
enum PileType { Drawing }

#[derive(Component)]
struct Pile(PileType);

#[derive(Component)]
struct Card;

fn load_scene(mut cmds: Commands, asset_server: Res<AssetServer>) {
   cmds.spawn_bundle(HookedSceneBundle {
       scene: SceneBundle { scene: asset_server.load("scene.glb#Scene0"), ..default() },
       hook: SceneHook::new(|entity, cmds| {
           match entity.get::<Name>().map(|t|t.as_str()) {
               Some("Pile") => cmds.insert(Pile(PileType::Drawing)),
               Some("Card") => cmds.insert(Card),
               _ => cmds,
           };
       }),
   });
}

Implementations

Add a hook to a scene, to run for each entities when the scene is loaded.

The hook adds [Component]s or do anything with entity in the spawned scene refered by EntityRef.

Example
    world::EntityRef, component::Component,
    system::{Commands, Res, EntityCommands}
use bevy_scene_hook::{SceneHook, HookedSceneBundle};
#[derive(Clone)]
struct DeckAssets { player: Handle<DeckData>, oppo: Handle<DeckData> }

fn hook(decks: &DeckAssets, entity: &EntityRef, cmds: &mut EntityCommands) {}
fn load_scene(mut cmds: Commands, decks: Res<DeckAssets>, assets: Res<AssetServer>) {
    let decks = decks.clone();
    cmds.spawn_bundle(HookedSceneBundle {
        scene: SceneBundle { scene: assets.load("scene.glb#Scene0"), ..default() },
        hook: SceneHook::new(move |entity, cmds| hook(&decks, entity, cmds)),
    });
}

Trait Implementations

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