use bevy_asset::Handle;
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{
bundle::Bundle,
change_detection::ResMut,
entity::Entity,
prelude::{Changed, Component, Without},
system::{Commands, Query},
};
#[cfg(feature = "bevy_render")]
use bevy_render::prelude::{InheritedVisibility, ViewVisibility, Visibility};
use bevy_transform::components::{GlobalTransform, Transform};
use crate::{DynamicScene, InstanceId, Scene, SceneSpawner};
#[derive(Component, Deref, DerefMut)]
pub struct SceneInstance(pub(crate) InstanceId);
#[derive(Default, Bundle, Clone)]
pub struct SceneBundle {
pub scene: Handle<Scene>,
pub transform: Transform,
pub global_transform: GlobalTransform,
#[cfg(feature = "bevy_render")]
pub visibility: Visibility,
#[cfg(feature = "bevy_render")]
pub inherited_visibility: InheritedVisibility,
#[cfg(feature = "bevy_render")]
pub view_visibility: ViewVisibility,
}
#[derive(Default, Bundle, Clone)]
pub struct DynamicSceneBundle {
pub scene: Handle<DynamicScene>,
pub transform: Transform,
pub global_transform: GlobalTransform,
#[cfg(feature = "bevy_render")]
pub visibility: Visibility,
#[cfg(feature = "bevy_render")]
pub inherited_visibility: InheritedVisibility,
#[cfg(feature = "bevy_render")]
pub view_visibility: ViewVisibility,
}
pub fn scene_spawner(
mut commands: Commands,
mut scene_to_spawn: Query<
(Entity, &Handle<Scene>, Option<&mut SceneInstance>),
(Changed<Handle<Scene>>, Without<Handle<DynamicScene>>),
>,
mut dynamic_scene_to_spawn: Query<
(Entity, &Handle<DynamicScene>, Option<&mut SceneInstance>),
(Changed<Handle<DynamicScene>>, Without<Handle<Scene>>),
>,
mut scene_spawner: ResMut<SceneSpawner>,
) {
for (entity, scene, instance) in &mut scene_to_spawn {
let new_instance = scene_spawner.spawn_as_child(scene.clone(), entity);
if let Some(mut old_instance) = instance {
scene_spawner.despawn_instance(**old_instance);
*old_instance = SceneInstance(new_instance);
} else {
commands.entity(entity).insert(SceneInstance(new_instance));
}
}
for (entity, dynamic_scene, instance) in &mut dynamic_scene_to_spawn {
let new_instance = scene_spawner.spawn_dynamic_as_child(dynamic_scene.clone(), entity);
if let Some(mut old_instance) = instance {
scene_spawner.despawn_instance(**old_instance);
*old_instance = SceneInstance(new_instance);
} else {
commands.entity(entity).insert(SceneInstance(new_instance));
}
}
}
#[cfg(test)]
mod tests {
use crate::{DynamicScene, DynamicSceneBundle, ScenePlugin, SceneSpawner};
use bevy_app::{App, ScheduleRunnerPlugin};
use bevy_asset::{AssetPlugin, Assets};
use bevy_ecs::component::Component;
use bevy_ecs::entity::Entity;
use bevy_ecs::prelude::{AppTypeRegistry, ReflectComponent, World};
use bevy_hierarchy::{Children, HierarchyPlugin};
use bevy_reflect::Reflect;
use bevy_utils::default;
#[derive(Component, Reflect, Default)]
#[reflect(Component)]
struct ComponentA {
pub x: f32,
pub y: f32,
}
#[test]
fn spawn_and_delete() {
let mut app = App::new();
app.add_plugins(ScheduleRunnerPlugin::default())
.add_plugins(HierarchyPlugin)
.add_plugins(AssetPlugin::default())
.add_plugins(ScenePlugin)
.register_type::<ComponentA>();
app.update();
let mut scene_world = World::new();
let type_registry = app.world().resource::<AppTypeRegistry>().clone();
scene_world.insert_resource(type_registry);
scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
let scene = DynamicScene::from_world(&scene_world);
let scene_handle = app
.world_mut()
.resource_mut::<Assets<DynamicScene>>()
.add(scene);
let entity = app
.world_mut()
.spawn(DynamicSceneBundle {
scene: scene_handle.clone(),
..default()
})
.id();
app.update();
let (scene_entity, scene_component_a) = app
.world_mut()
.query::<(Entity, &ComponentA)>()
.single(app.world());
assert_eq!(scene_component_a.x, 3.0);
assert_eq!(scene_component_a.y, 4.0);
assert_eq!(
app.world().entity(entity).get::<Children>().unwrap().len(),
1
);
let mut scene_spawner = app.world_mut().resource_mut::<SceneSpawner>();
scene_spawner.despawn(&scene_handle);
app.update();
assert!(app.world().get_entity(scene_entity).is_none());
assert!(app.world().entity(entity).get::<Children>().is_none());
}
}