Reputation: 366
In a Bevy project with the following scene file called my_scene.scn
:
[
(
entity: 0,
components: [
{
"type": "Transform",
"map": {
"translation": {
"type": "Vec3",
"value": (150.0, 200.0, 0.0),
},
"rotation": {
"type": "Quat",
"value": (0.0, 0.0, 0.0, 1.0),
},
"scale": {
"type": "Vec3",
"value": (0.75, 0.75, 0.0),
},
},
},
]
)
]
And with this source code following this official Bevy example:
use bevy::prelude::*;
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_startup_system(load_scene_system.system())
.run();
}
fn load_scene_system(asset_server: Res<AssetServer>, mut scene_spawner: ResMut<SceneSpawner>) {
let scene_handle: Handle<Scene> = asset_server.load("my_scene.scn");
scene_spawner.spawn_dynamic(scene_handle);
// ^ How to add components to entities created here ?
asset_server.watch_for_changes().unwrap();
}
I would like to add other components to this entity 0, for example a SpriteComponents
. How do I achieve this?
Upvotes: 1
Views: 4230
Reputation: 366
Here is a solution I came up with. The idea is to store a component that contains the information to creation a more dynamic component.
For instance, to dynamically load a sprite image referred in the scene file, we
can define a SpriteLoader
component and then add a system that will replaces this loader component with the components we want.
use bevy::prelude::*;
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.register_component::<SpriteLoader>()
.add_startup_system(load_scene_system.system())
.add_system(load_sprite_system.system())
.run();
}
fn load_scene_system(asset_server: Res<AssetServer>, mut scene_spawner: ResMut<SceneSpawner>) {
let scene_handle: Handle<DynamicScene> = asset_server.load("my_scene.scn");
scene_spawner.spawn_dynamic(scene_handle);
asset_server.watch_for_changes().unwrap();
}
/// Component indicating that a sprite will be loaded for the entity.
#[derive(Properties, Default)]
pub struct SpriteLoader {
/// Path of the sprite to load
pub path: String
}
/// Replaces the `SpritLoader` component with the corresponding `SpriteComponents`.
pub fn load_sprite_system(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<ColorMaterial>>,
query: Query<(Entity, Added<SpriteLoader>)>,
) {
for (entity, sprite_loader) in query.iter() {
commands.remove_one::<SpriteLoader>(entity);
let path = PathBuf::from(sprite_loader.path.clone());
commands.insert(
entity,
SpriteComponents {
material: materials.add(asset_server.load(path).into()),
..SpriteComponents::default()
},
);
}
}
Here, once a SpriteLoader
is added to the entity, the load_sprite_system
system will remove it and insert a
SpriteComponents
instead. As per the doc of
insert
, this
will replace the previous SpriteComponents
.
The corresponding scene file is:
[
(
entity: 0,
components: [
{
"type": "SpriteLoader",
"map": {
"path": "my_sprite.png",
},
},
]
)
]
Upvotes: 3