pub mod saveable;
use std::path::PathBuf;
pub use saveable::*;
pub mod saving;
pub use saving::*;
pub mod loading;
pub use loading::*;
use bevy::core_pipeline::core_3d::{Camera3dDepthTextureUsage, ScreenSpaceTransmissionQuality};
use bevy::prelude::*;
use bevy::prelude::{App, IntoSystemConfigs, Plugin};
use bevy_gltf_blueprints::GltfBlueprintsSet;
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
pub enum SavingSet {
Save,
}
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
pub enum LoadingSet {
Load,
}
#[derive(Clone, Resource)]
pub struct SaveLoadConfig {
pub(crate) save_path: PathBuf,
pub(crate) component_filter: SceneFilter,
pub(crate) resource_filter: SceneFilter,
}
pub struct SaveLoadPlugin {
pub component_filter: SceneFilter,
pub resource_filter: SceneFilter,
pub save_path: PathBuf,
}
impl Default for SaveLoadPlugin {
fn default() -> Self {
Self {
component_filter: SceneFilter::default(),
resource_filter: SceneFilter::default(),
save_path: PathBuf::from("scenes"),
}
}
}
#[derive(Component, Reflect, Debug, Default)]
#[reflect(Component)]
pub struct StaticEntitiesRoot;
#[derive(Component, Reflect, Debug, Default)]
#[reflect(Component)]
pub struct DynamicEntitiesRoot;
impl Plugin for SaveLoadPlugin {
fn build(&self, app: &mut App) {
app.register_type::<Dynamic>()
.register_type::<StaticEntitiesRoot>()
.register_type::<Camera3dDepthTextureUsage>()
.register_type::<ScreenSpaceTransmissionQuality>()
.register_type::<StaticEntitiesStorage>()
.add_event::<SaveRequest>()
.add_event::<LoadRequest>()
.add_event::<LoadingFinished>()
.add_event::<SavingFinished>()
.insert_resource(SaveLoadConfig {
save_path: self.save_path.clone(),
component_filter: self.component_filter.clone(),
resource_filter: self.resource_filter.clone(),
})
.configure_sets(
Update,
(LoadingSet::Load).chain().before(GltfBlueprintsSet::Spawn), )
.add_systems(
PreUpdate,
(prepare_save_game, apply_deferred, save_game, cleanup_save)
.chain()
.run_if(should_save),
)
.add_systems(Update, mark_load_requested)
.add_systems(
Update,
(unload_world, apply_deferred, load_game)
.chain()
.run_if(resource_exists::<LoadRequested>)
.run_if(not(resource_exists::<LoadFirstStageDone>))
.in_set(LoadingSet::Load),
)
.add_systems(
Update,
(load_static, apply_deferred, cleanup_loaded_scene)
.chain()
.run_if(resource_exists::<LoadFirstStageDone>)
.in_set(LoadingSet::Load),
);
}
}