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ModloaderPlugin

Struct ModloaderPlugin 

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pub struct ModloaderPlugin(/* private fields */);
Expand description

This plugin adds Wasvy modding support to App

use wasvy::prelude::*;

App::new()
   .add_plugins(DefaultPlugins)
   .add_plugins(ModloaderPlugin::default())
   // etc

Looking for next steps? See: Mods

§Examples

§Run custom schedules

In this example, Wasvy is used to load mods that affect a physics simulation.

In the host:

use wasvy::prelude::*;

#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
struct SimulationStart;

// The schedule must be added to the world's Schedules Resource
app.add_schedule(Schedule::new(SimulationStart));

app.add_plugins(
  // We don't want mods to run systems in any other schedules
  ModloaderPlugin::unscheduled()
    .enable_schedule(ModSchedule::FixedUpdate)
    .enable_schedule(ModSchedule::new_custom("simulation-start", SimulationStart))
);

In the mod:

fn setup(){
   ..

   app.add_systems(&Schedule::FixedUpdate, vec![..]);
   app.add_systems(&Schedule::Custom("simulation-start".to_string()), vec![..]);

   // This one will be ignored and throw a warning
   app.add_systems(&Schedule::PreUpdate, vec![..]);
}

Implementations§

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impl ModloaderPlugin

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pub fn new(schedules: ModSchedules) -> Self

Creates a new modloader that will schedule mods be run during the provided Schedules

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pub fn unscheduled() -> Self

Creates plugin with no schedules.

This means that by default loaded mods will not run unless you enable schedules manually using ModloaderPlugin::enable_schedule

If you want wasvy to run on all schedules use ModloaderPlugin::default() or ModloaderPlugin::new

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pub fn set_despawn_behaviour( self, despawn_behaviour: ModDespawnBehaviour, ) -> Self

Sets the despawn behaviour for when mods are despawned (or reloaded).

The default behaviour is to despawn all entities the mod spawned. See DespawnEntities.

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pub fn enable_schedule(self, schedule: ModSchedule) -> Self

Enables a new schedule with the modloader.

When mods add a system to this schedule, then wasvy will automatically add them to the schedule.

If a mod tries to call add_system with an schedule that isn’t enabled this will just produce a warning.

In debug mode, this will panic if the schedule is already added.

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pub fn set_setup_schedule(self, schedule: impl ScheduleLabel) -> Self

Configures during which schedule the modloader sets up new systems.

Defaults to Bevy’s First schedule.

Schedules can’t be modified while in use, therefore a schedule can’t both be used to setup mods and run mod systems simultaneously.

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pub fn add_functionality<F>(self, f: F) -> Self
where F: FnMut(&mut Linker),

Use this function to add custom functionality that will be passed to the WASM module.

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pub fn with_codec(self, codec: impl WasvyCodec) -> Self

Apply a custom codec for serializing data to/from mods

Defaults to [JsonCodec]

Trait Implementations§

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impl Default for ModloaderPlugin

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl Plugin for ModloaderPlugin

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fn build(&self, app: &mut App)

Configures the App to which this plugin is added.
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fn ready(&self, _app: &App) -> bool

Has the plugin finished its setup? This can be useful for plugins that need something asynchronous to happen before they can finish their setup, like the initialization of a renderer. Once the plugin is ready, finish should be called.
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fn finish(&self, _app: &mut App)

Finish adding this plugin to the App, once all plugins registered are ready. This can be useful for plugins that depends on another plugin asynchronous setup, like the renderer.
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fn cleanup(&self, _app: &mut App)

Runs after all plugins are built and finished, but before the app schedule is executed. This can be useful if you have some resource that other plugins need during their build step, but after build you want to remove it and send it to another thread.
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fn name(&self) -> &str

Configures a name for the Plugin which is primarily used for checking plugin uniqueness and debugging.
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fn is_unique(&self) -> bool

If the plugin can be meaningfully instantiated several times in an App, override this method to return false.

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