use bevy::{asset::LoadState, prelude::*, tasks::IoTaskPool};
use core::time::Duration;
use std::{fs::File, io::Write};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(
Startup,
(save_world_system, load_world_system, infotext_system),
)
.add_systems(Update, (log_system, panic_on_fail))
.run();
}
#[derive(Component, Reflect, Default)]
#[reflect(Component)] struct ComponentA {
pub x: f32,
pub y: f32,
}
#[derive(Component, Reflect)]
#[reflect(Component)]
struct ComponentB {
pub value: String,
#[reflect(skip_serializing)]
pub _time_since_startup: Duration,
}
impl FromWorld for ComponentB {
fn from_world(world: &mut World) -> Self {
let time = world.resource::<Time>();
ComponentB {
_time_since_startup: time.elapsed(),
value: "Default Value".to_string(),
}
}
}
#[derive(Resource, Reflect, Default)]
#[reflect(Resource)]
struct ResourceA {
pub score: u32,
}
const WORLD_FILE_PATH: &str = "serialized_worlds/load_scene_example.scn.ron";
const NEW_WORLD_FILE_PATH: &str = "serialized_worlds/load_scene_example-new.scn.ron";
fn load_world_system(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(DynamicWorldRoot(asset_server.load(WORLD_FILE_PATH)));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::new(0.0, 0.25, 0.0), Vec3::Y),
));
commands.spawn((
DirectionalLight::default(),
Transform::default().looking_to(Vec3::new(0.0, -1.0, -1.0), Vec3::Y),
));
}
fn log_system(
query: Query<(Entity, &ComponentA), Changed<ComponentA>>,
res: Option<Res<ResourceA>>,
) {
for (entity, component_a) in &query {
info!(" Entity({})", entity.index());
info!(
" ComponentA: {{ x: {} y: {} }}\n",
component_a.x, component_a.y
);
}
if let Some(res) = res
&& res.is_added()
{
info!(" New ResourceA: {{ score: {} }}\n", res.score);
}
}
fn save_world_system(world: &mut World) {
let asset_server = world.resource::<AssetServer>().clone();
let type_registry = world.resource::<AppTypeRegistry>().clone();
let mut scene_world = World::new();
let mut component_b = ComponentB::from_world(world);
component_b.value = "hello".to_string();
scene_world.spawn((
component_b,
ComponentA { x: 1.0, y: 2.0 },
Transform::IDENTITY,
Name::new("joe"),
WorldAssetRoot(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0")),
));
scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
scene_world.insert_resource(ResourceA { score: 1 });
let dynamic_world = DynamicWorld::from_world_with(&scene_world, &type_registry.read());
let type_registry = world.resource::<AppTypeRegistry>();
let type_registry = type_registry.read();
let serialized_world = dynamic_world.serialize(&type_registry).unwrap();
info!("{}", serialized_world);
#[cfg(not(target_arch = "wasm32"))]
IoTaskPool::get()
.spawn(async move {
File::create(format!("assets/{NEW_WORLD_FILE_PATH}"))
.and_then(|mut file| file.write(serialized_world.as_bytes()))
.expect("Error while writing world to file");
})
.detach();
}
fn infotext_system(mut commands: Commands) {
commands.spawn((
Text::new("Check the console output for more!"),
TextFont {
font_size: FontSize::Px(42.0),
..default()
},
Node {
align_self: AlignSelf::FlexEnd,
..default()
},
));
}
fn panic_on_fail(world_roots: Query<&DynamicWorldRoot>, asset_server: Res<AssetServer>) {
for world_root in &world_roots {
if let Some(LoadState::Failed(err)) = asset_server.get_load_state(&world_root.0) {
panic!("Failed to load world. {err}");
}
}
}