// src/components/scene_command.rs
use alloc::string::String;
use alloc::string::ToString;
use crate::ecs::asset_id::AssetId;
/// Runtime-only event sent by UiInputSystem when a scene-jump HitRegion fires.
/// GraphicsSystem reads these from its `Events<SceneCommand>` queue each step and
/// applies the scene jump. World authors never declare this type directly.
#[derive(Debug, Clone)]
pub struct SceneCommand {
/// The scene to jump to.
pub scene: AssetId,
/// Named transition to play across the jump.
pub transition: String,
}
impl Default for SceneCommand {
fn default() -> Self {
Self {
scene: AssetId::default(),
transition: "FadeBlack".to_string(),
}
}
}