pub struct ScenePatch {
pub scene: Option<Box<dyn Scene>>,
pub dependencies: Vec<UntypedHandle>,
pub resolved: Option<Arc<ResolvedSceneRoot>>,
}Expand description
An Asset that holds a Scene, tracks its dependencies, and holds the ResolvedSceneRoot (after the Scene has been loaded and resolved).
Fields§
§scene: Option<Box<dyn Scene>>A Scene.
dependencies: Vec<UntypedHandle>The dependencies of scene (populated using Scene::register_dependencies). These are “asset dependencies” and will affect the load state.
resolved: Option<Arc<ResolvedSceneRoot>>The ResolvedSceneRoot, if exists. This is populated after the Scene has been loaded and resolved
Implementations§
Source§impl ScenePatch
impl ScenePatch
Sourcepub fn load<P>(assets: &AssetServer, scene: P) -> ScenePatchwhere
P: Scene,
pub fn load<P>(assets: &AssetServer, scene: P) -> ScenePatchwhere
P: Scene,
Kicks off a load of the scene. This enumerates the scene’s dependencies using Scene::register_dependencies, loads
them using the given AssetServer, and assigns the resulting asset handles to ScenePatch::dependencies.
Sourcepub fn load_with<P>(
load_from_path: &mut impl LoadFromPath,
scene: P,
) -> ScenePatchwhere
P: Scene,
pub fn load_with<P>(
load_from_path: &mut impl LoadFromPath,
scene: P,
) -> ScenePatchwhere
P: Scene,
Same as Self::load, but allows passing in any LoadFromPath impl for more general
loading cases.
Sourcepub fn resolve(
&mut self,
assets: &AssetServer,
patches: &Assets<ScenePatch>,
) -> Result<(), ResolveSceneError>
pub fn resolve( &mut self, assets: &AssetServer, patches: &Assets<ScenePatch>, ) -> Result<(), ResolveSceneError>
Resolves the current scene (using Scene::resolve). This should only be called after every dependency has loaded from the scene’s
Scene::register_dependencies. If successful, it will store the resolved result in ScenePatch::resolved.
Sourcepub fn spawn<'w>(
&self,
world: &'w mut World,
) -> Result<EntityWorldMut<'w>, SpawnSceneError>
pub fn spawn<'w>( &self, world: &'w mut World, ) -> Result<EntityWorldMut<'w>, SpawnSceneError>
Spawns the scene in world as a new entity. This should only be called after ScenePatch::resolve.
Sourcepub fn apply<'w>(
&self,
entity: &'w mut EntityWorldMut<'_>,
) -> Result<(), SpawnSceneError>
pub fn apply<'w>( &self, entity: &'w mut EntityWorldMut<'_>, ) -> Result<(), SpawnSceneError>
Applies the scene to the given entity. This should only be called after ScenePatch::resolve
Trait Implementations§
impl Asset for ScenePatch
Source§impl TypePath for ScenePatch
impl TypePath for ScenePatch
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
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fn short_type_path() -> &'static str
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fn type_ident() -> Option<&'static str>
Source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
Source§impl VisitAssetDependencies for ScenePatch
impl VisitAssetDependencies for ScenePatch
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))
Auto Trait Implementations§
impl !RefUnwindSafe for ScenePatch
impl !UnwindSafe for ScenePatch
impl Freeze for ScenePatch
impl Send for ScenePatch
impl Sync for ScenePatch
impl Unpin for ScenePatch
impl UnsafeUnpin for ScenePatch
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