scene/scene.rs
1//! This example illustrates loading scenes from files.
2use bevy::{prelude::*, tasks::IoTaskPool, utils::Duration};
3use std::{fs::File, io::Write};
4
5fn main() {
6 App::new()
7 .add_plugins(DefaultPlugins)
8 .register_type::<ComponentA>()
9 .register_type::<ComponentB>()
10 .register_type::<ResourceA>()
11 .add_systems(
12 Startup,
13 (save_scene_system, load_scene_system, infotext_system),
14 )
15 .add_systems(Update, log_system)
16 .run();
17}
18
19// Registered components must implement the `Reflect` and `FromWorld` traits.
20// The `Reflect` trait enables serialization, deserialization, and dynamic property access.
21// `Reflect` enable a bunch of cool behaviors, so its worth checking out the dedicated `reflect.rs`
22// example. The `FromWorld` trait determines how your component is constructed when it loads.
23// For simple use cases you can just implement the `Default` trait (which automatically implements
24// `FromWorld`). The simplest registered component just needs these three derives:
25#[derive(Component, Reflect, Default)]
26#[reflect(Component)] // this tells the reflect derive to also reflect component behaviors
27struct ComponentA {
28 pub x: f32,
29 pub y: f32,
30}
31
32// Some components have fields that cannot (or should not) be written to scene files. These can be
33// ignored with the #[reflect(skip_serializing)] attribute. This is also generally where the `FromWorld`
34// trait comes into play. `FromWorld` gives you access to your App's current ECS `Resources`
35// when you construct your component.
36#[derive(Component, Reflect)]
37#[reflect(Component)]
38struct ComponentB {
39 pub value: String,
40 #[reflect(skip_serializing)]
41 pub _time_since_startup: Duration,
42}
43
44impl FromWorld for ComponentB {
45 fn from_world(world: &mut World) -> Self {
46 let time = world.resource::<Time>();
47 ComponentB {
48 _time_since_startup: time.elapsed(),
49 value: "Default Value".to_string(),
50 }
51 }
52}
53
54// Resources can be serialized in scenes as well, with the same requirements `Component`s have.
55#[derive(Resource, Reflect, Default)]
56#[reflect(Resource)]
57struct ResourceA {
58 pub score: u32,
59}
60
61// The initial scene file will be loaded below and not change when the scene is saved
62const SCENE_FILE_PATH: &str = "scenes/load_scene_example.scn.ron";
63
64// The new, updated scene data will be saved here so that you can see the changes
65const NEW_SCENE_FILE_PATH: &str = "scenes/load_scene_example-new.scn.ron";
66
67fn load_scene_system(mut commands: Commands, asset_server: Res<AssetServer>) {
68 // Spawning a DynamicSceneRoot creates a new entity and spawns new instances
69 // of the given scene's entities as children of that entity.
70 // Scenes can be loaded just like any other asset.
71 commands.spawn(DynamicSceneRoot(asset_server.load(SCENE_FILE_PATH)));
72}
73
74// This system logs all ComponentA components in our world. Try making a change to a ComponentA in
75// load_scene_example.scn. If you enable the `file_watcher` cargo feature you should immediately see
76// the changes appear in the console whenever you make a change.
77fn log_system(
78 query: Query<(Entity, &ComponentA), Changed<ComponentA>>,
79 res: Option<Res<ResourceA>>,
80) {
81 for (entity, component_a) in &query {
82 info!(" Entity({})", entity.index());
83 info!(
84 " ComponentA: {{ x: {} y: {} }}\n",
85 component_a.x, component_a.y
86 );
87 }
88 if let Some(res) = res {
89 if res.is_added() {
90 info!(" New ResourceA: {{ score: {} }}\n", res.score);
91 }
92 }
93}
94
95fn save_scene_system(world: &mut World) {
96 // Scenes can be created from any ECS World.
97 // You can either create a new one for the scene or use the current World.
98 // For demonstration purposes, we'll create a new one.
99 let mut scene_world = World::new();
100
101 // The `TypeRegistry` resource contains information about all registered types (including components).
102 // This is used to construct scenes, so we'll want to ensure that our previous type registrations
103 // exist in this new scene world as well.
104 // To do this, we can simply clone the `AppTypeRegistry` resource.
105 let type_registry = world.resource::<AppTypeRegistry>().clone();
106 scene_world.insert_resource(type_registry);
107
108 let mut component_b = ComponentB::from_world(world);
109 component_b.value = "hello".to_string();
110 scene_world.spawn((
111 component_b,
112 ComponentA { x: 1.0, y: 2.0 },
113 Transform::IDENTITY,
114 Name::new("joe"),
115 ));
116 scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
117 scene_world.insert_resource(ResourceA { score: 1 });
118
119 // With our sample world ready to go, we can now create our scene using DynamicScene or DynamicSceneBuilder.
120 // For simplicity, we will create our scene using DynamicScene:
121 let scene = DynamicScene::from_world(&scene_world);
122
123 // Scenes can be serialized like this:
124 let type_registry = world.resource::<AppTypeRegistry>();
125 let type_registry = type_registry.read();
126 let serialized_scene = scene.serialize(&type_registry).unwrap();
127
128 // Showing the scene in the console
129 info!("{}", serialized_scene);
130
131 // Writing the scene to a new file. Using a task to avoid calling the filesystem APIs in a system
132 // as they are blocking
133 // This can't work in Wasm as there is no filesystem access
134 #[cfg(not(target_arch = "wasm32"))]
135 IoTaskPool::get()
136 .spawn(async move {
137 // Write the scene RON data to file
138 File::create(format!("assets/{NEW_SCENE_FILE_PATH}"))
139 .and_then(|mut file| file.write(serialized_scene.as_bytes()))
140 .expect("Error while writing scene to file");
141 })
142 .detach();
143}
144
145// This is only necessary for the info message in the UI. See examples/ui/text.rs for a standalone
146// text example.
147fn infotext_system(mut commands: Commands) {
148 commands.spawn(Camera2d);
149 commands.spawn((
150 Text::new("Nothing to see in this window! Check the console output!"),
151 TextFont {
152 font_size: 42.0,
153 ..default()
154 },
155 Node {
156 align_self: AlignSelf::FlexEnd,
157 ..default()
158 },
159 ));
160}