use bevy::{prelude::*, render::{settings::{Backends, RenderCreation, WgpuSettings}, RenderPlugin}};
use mod_plugins::macros::*;
fn main() {
let mut backends = Backends::all();
backends.remove(Backends::DX12);
App::new()
.add_plugins(DefaultPlugins.set(RenderPlugin {
render_creation: RenderCreation::Automatic(
WgpuSettings {
backends: Some(backends),
..Default::default()
}
),
..Default::default()
}))
.add_plugins(TestPlugin).run();
}
#[plugin]
mod test_plugin {
use bevy::input::{keyboard::KeyboardInput, ButtonState};
use mod_plugins_resources::ScopeLocal;
#[init_state]
pub enum CubeState {
#[default]
Exists,
DoesNotExist
}
#[prefab(scope local CubeState)]
pub struct CubePrefab {
pub mesh: Mesh3d,
pub material: MeshMaterial3d<StandardMaterial>,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub visibility: Visibility,
pub inherited_visibility: InheritedVisibility,
pub view_visibility: ViewVisibility
}
#[startup]
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Mesh3d(meshes.add(Circle::new(4.0))),
MeshMaterial3d(materials.add(Color::WHITE)),
Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
Visibility::default()
));
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
commands.spawn((
Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
Camera3d::default()
));
}
#[enter(CubeState::Exists)]
fn make_cube_exist(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>
) {
commands.spawn(CubePrefab {
mesh: Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
material: MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
scope: ScopeLocal(CubeState::Exists),
..Default::default()
});
}
#[event(KeyboardInput)]
fn keyboard_input(
state: Res<State<CubeState>>,
mut next_state: ResMut<NextState<CubeState>>
) {
if keyboard_input.key_code == KeyCode::Space && keyboard_input.state == ButtonState::Released {
match state.get() {
CubeState::Exists => next_state.set(CubeState::DoesNotExist),
CubeState::DoesNotExist => next_state.set(CubeState::Exists)
}
println!("Swapping from {:?}", state.get());
}
}
}