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//! Systems to insert components on loaded scenes.
//!
//! Please see the [`HookingSceneSpawner`] documentation for detailed examples.
use bevy::{
ecs::{
schedule::ShouldRun,
system::{EntityCommands, SystemParam},
},
prelude::*,
scene::InstanceId,
};
mod hook;
use hook::SceneHook;
pub use hook::{run_hooks, Hook, SceneLoaded};
/// Convenience parameter to query if a scene marked with `M` has been loaded.
///
/// # Example
///
/// ```rust, no_run
/// # use bevy::prelude::*;
/// use bevy_scene_hook::{Hook, HookPlugin, HookingSceneSpawner, HookedSceneState};
///
/// #[derive(Component)]
/// struct Graveyard;
///
/// #[derive(Clone, Copy, Hash, PartialEq, Eq, Debug)]
/// pub enum GameState { Loading, Playing }
///
/// fn load_scene(
/// mut scene_spawner: HookingSceneSpawner,
/// mut cmds: Commands,
/// asset_server: Res<AssetServer>,
/// ) {
/// let res = scene_spawner.with_comp_hook(
/// asset_server.load("scene.glb#Scene0"),
/// |name: &Name, cmds| {
/// match name.as_str() {
/// "OppoCardSpawn" => cmds.insert(GlobalTransform::default()),
/// _ => cmds,
/// };
/// },
/// );
/// cmds.entity(res.entity).insert(Graveyard);
/// }
///
/// fn complete_load_screen(
/// mut state: ResMut<State<GameState>>,
/// scene: HookedSceneState<Graveyard>,
/// ) {
/// if scene.is_loaded() {
/// state.set(GameState::Playing).expect("no state issues");
/// }
/// }
/// fn main() {
/// let mut app = App::new();
/// app
/// .add_plugin(HookPlugin)
/// .add_state(GameState::Loading)
/// .add_startup_system(load_scene)
/// .add_system_set(
/// SystemSet::on_update(GameState::Loading)
/// .with_system(complete_load_screen),
/// );
/// }
/// ```
#[derive(SystemParam)]
pub struct HookedSceneState<'w, 's, M: Component> {
query: Query<'w, 's, (), (With<M>, With<SceneLoaded>)>,
}
impl<'w, 's, T: Component> HookedSceneState<'w, 's, T> {
pub fn is_loaded(&self) -> bool {
self.query.iter().next().is_some()
}
}
/// Convenience run criteria to query if a scene marked with `M` has been loaded.
///
/// # Example
///
/// ```rust, no_run
/// # use bevy::prelude::*;
/// use bevy_scene_hook::{Hook, HookingSceneSpawner, is_scene_hooked};
///
/// #[derive(Component)] struct OppoCardSpawner;
/// #[derive(Component)] struct PlayerCardSpawner;
///
/// #[derive(Component)]
/// struct Graveyard;
///
/// fn load_scene(
/// mut scene_spawner: HookingSceneSpawner,
/// mut cmds: Commands,
/// asset_server: Res<AssetServer>,
/// ) {
/// let res = scene_spawner.with_comp_hook(
/// asset_server.load("scene.glb#Scene0"),
/// |name: &Name, cmds| {
/// match name.as_str() {
/// "PlayerCardSpawn" => cmds.insert(PlayerCardSpawner),
/// "OppoCardSpawn" => cmds.insert(OppoCardSpawner),
/// _ => cmds,
/// };
/// },
/// );
/// cmds.entity(res.entity).insert(Graveyard);
/// }
/// fn use_spawner(q: Query<&GlobalTransform, With<PlayerCardSpawner>>) {
/// let transform = q.single();
/// // do stuff with transform
/// }
/// fn main() {
/// let mut app = App::new();
/// app
/// .add_startup_system(load_scene)
/// .add_system(use_spawner.with_run_criteria(is_scene_hooked::<Graveyard>));
/// }
/// ```
pub fn is_scene_hooked<M: Component>(state: HookedSceneState<M>) -> ShouldRun {
match state.is_loaded() {
true => ShouldRun::Yes,
false => ShouldRun::No,
}
}
/// Return value of [`HookingSceneSpawner`] methods.
#[derive(Debug, Copy, Clone)]
pub struct HookResult {
/// The entity to which the hook has been added.
///
/// If using [`HookingSceneSpawner::child_comp_hook`] or
/// [`HookingSceneSpawner::child`], this is the `parent` argument.
pub entity: Entity,
/// The instance of the spawned scene.
pub instance: InstanceId,
}
/// Parameter to add scenes that run arbitrary hooks when the scene is fully
/// 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 or physics collision data to a scene
/// spawned from a file format that do not support that kind of data.
///
/// # Example
///
/// The most basic usage relies on a closure. Here, we capture the `decks`
/// value so that we can use it in the closure.
///
/// ```rust
/// # use bevy::prelude::{AssetServer, Res, Commands, Component, Name, Handle, Scene};
/// use bevy::ecs::system::EntityCommands;
/// use bevy_scene_hook::{Hook, HookingSceneSpawner};
/// # type DeckData = Scene;
/// #[derive(Clone)]
/// struct DeckAssets { player: Handle<DeckData>, oppo: Handle<DeckData> }
/// #[derive(Component)]
/// struct Graveyard;
/// fn hook(decks: &DeckAssets, name: &str, cmds: &mut EntityCommands) {
/// match name {
/// "PlayerDeck" => cmds.insert(decks.player.clone_weak()),
/// "OppoDeck" => cmds.insert(decks.oppo.clone_weak()),
/// _ => cmds,
/// };
/// }
/// fn load_scene(
/// mut scene_spawner: HookingSceneSpawner,
/// mut cmds: Commands,
/// decks: Res<DeckAssets>,
/// asset_server: Res<AssetServer>,
/// ) {
/// let decks = decks.clone();
/// let res = scene_spawner.with_comp_hook(
/// asset_server.load("scene.glb#Scene0"),
/// move |name: &Name, cmds| hook(&decks, name.as_str(), cmds),
/// );
/// cmds.entity(res.entity).insert(Graveyard);
/// }
/// ```
#[derive(SystemParam)]
pub struct HookingSceneSpawner<'w, 's> {
cmds: Commands<'w, 's>,
scene_spawner: ResMut<'w, SceneSpawner>,
}
impl<'w, 's> HookingSceneSpawner<'w, 's> {
/// Add a hook to a scene, to run for each entities when the scene is
/// loaded, closures implement `Hook`.
///
/// # Example
///
/// ```rust
/// # use bevy::prelude::{AssetServer, Res, Component, Name};
/// use bevy::ecs::{world::EntityRef, system::EntityCommands};
/// use bevy_scene_hook::{Hook, HookingSceneSpawner};
/// # enum PileType { War }
/// # #[derive(Component)] struct Pile(PileType);
/// # #[derive(Component)] struct BirdPupil;
/// fn load_scene(
/// mut scene_spawner: HookingSceneSpawner,
/// asset_server: Res<AssetServer>,
/// ) {
/// scene_spawner.with_hook(
/// asset_server.load("scene.glb#Scene0"),
/// |entity: &EntityRef, cmds: &mut EntityCommands| {
/// match entity.get::<Name>().map(|t|t.as_str()) {
/// Some("Pile") => cmds.insert(Pile(PileType::War)),
/// Some("BirdPupillaSprite") => cmds.insert(BirdPupil),
/// _ => cmds,
/// };
/// },
/// );
/// }
/// ```
///
/// You can also implement [`Hook`] on your own types and provide one. Note
/// that strictly speaking, you might as well pass a closure. Please check
/// the [`Hook`] trait documentation for an example.
pub fn with_hook<T: Hook>(&mut self, handle: Handle<Scene>, hook: T) -> HookResult {
let instance = self.scene_spawner.spawn(handle);
let hook = SceneHook::new(instance, hook);
let entity = self.cmds.spawn().insert(hook).id();
HookResult { entity, instance }
}
/// Add a hook to a scene, to run for each entities when the scene is
/// loaded, and spawn the scene as a child of `parent`.
///
/// See [`Self::with_hook`] for more details.
pub fn child<T: Hook>(&mut self, handle: Handle<Scene>, parent: Entity, hook: T) -> HookResult {
let instance = self.scene_spawner.spawn_as_child(handle, parent);
let hook = SceneHook::new(instance, hook);
let entity = self.cmds.entity(parent).insert(hook).id();
// TODO: remove
assert_eq!(entity, parent);
HookResult { entity, instance }
}
/// Add a closure with component parameter as hook.
///
/// This is useful if you only care about a specific component to identify
/// individual entities of your scene, rather than every possible components.
///
/// See [`Self::with_hook`] for more details.
///
/// # Example
///
/// The original version of this library, relied exclusively on the `Name`
/// parameter. Here is how you can emulate it.
/// ```rust
/// # use bevy::prelude::{AssetServer, Res, Component, Name};
/// use bevy_scene_hook::HookingSceneSpawner;
/// # #[derive(Component)] struct OppoCardSpawner;
/// # #[derive(Component)] struct PlayerCardSpawner;
/// fn load_scene(
/// mut scene_spawner: HookingSceneSpawner,
/// asset_server: Res<AssetServer>,
/// ) {
/// scene_spawner.with_comp_hook(
/// asset_server.load("scene.glb#Scene0"),
/// |name: &Name, cmds| {
/// match name.as_str() {
/// "PlayerCardSpawn" => cmds.insert(PlayerCardSpawner),
/// "OppoCardSpawn" => cmds.insert(OppoCardSpawner),
/// _ => cmds,
/// };
/// },
/// );
/// }
/// ```
///
pub fn with_comp_hook<C, F>(&mut self, handle: Handle<Scene>, hook: F) -> HookResult
where
F: Fn(&C, &mut EntityCommands) + Send + Sync + 'static,
C: Component,
{
let instance = self.scene_spawner.spawn(handle);
let hook = SceneHook::new_comp(instance, hook);
let entity = self.cmds.spawn().insert(hook).id();
HookResult { entity, instance }
}
/// Add a closure with component parameter as hook, and spawn the scene as a child of `parent`.
///
/// See [`Self::with_hook`] and [`Self::child`] for more details.
pub fn child_comp_hook<C, F>(
&mut self,
handle: Handle<Scene>,
parent: Entity,
hook: F,
) -> HookResult
where
F: Fn(&C, &mut EntityCommands) + Send + Sync + 'static,
C: Component,
{
let instance = self.scene_spawner.spawn_as_child(handle, parent);
let hook = SceneHook::new_comp(instance, hook);
let entity = self.cmds.entity(parent).insert(hook).id();
// TODO: remove
assert_eq!(entity, parent);
HookResult { entity, instance }
}
}
/// Systems defined in the [`bevy_scene_hook`](crate) crate (this crate).
#[derive(Debug, Clone, PartialEq, Eq, Hash, SystemLabel)]
pub enum Systems {
/// System running the hooks registered with [`HookingSceneSpawner`].
SceneHookRunner,
}
/// Plugin to run hooks associated with spawned scenes.
pub struct HookPlugin;
impl Plugin for HookPlugin {
fn build(&self, app: &mut App) {
app.add_system(run_hooks.label(Systems::SceneHookRunner));
}
}