1 stable release
1.0.0 | Jul 21, 2024 |
---|
#1789 in Game dev
45 downloads per month
Used in 2 crates
36KB
743 lines
rantz_proto
An opinionated rust library for transforming on-disk assets into Entities in Bevy.
Manifests
Manifests are stored on disk in one of many different formats (see 'Cargo.toml'). They are loaded and transformed into a struct that implements the Manifest trait. These structs are then further transformed into Prototypes and stored in a PrototypeLibrary
.
Prototypes
Prototypes are structs that implement the Prototype trait. They are stored in a PrototypeLibrary
resource. The trait has two primary functions, name()
and build()
. name()
is used to generate the unique name which is used to retrieve the prototype from the library. build()
is responsible for turning a prototype into an entity. The trait has an optional third function, rebuild()
, a default implementation is provided that does nothing.
Note A single struct can implement both Manifest and Prototype and just return Self in the manifest trait.
Hot Reloading
Note: Requires 'hot_reloading
' (on by default)
If an underlying asset is changed the manifests are reloaded and reprocessed into prototypes, then each entity that was built with a given prototype is passed to rebuild()
to allow for "on-the-fly" changes.
Basically, if you use a prototype rebuild()
will let you change any live entities to match the changes.
Registering
In order for a manifest to be loaded and processed it must be registered. This is done as part of app building by calling 'app.add_prototype()
'
Loading Progress
Note: Requires 'progress_tracking
' (on by default)
This crate provides support for iyes_progress
for tracking loading progress. If you wish to control when loading happens it is possible to use configure_set
with 'ProtoSchedule::Loading
' to control when loading happens.
Spawning Prototypes
Extensions to 'Commands', 'World' and 'CommandQueue
' are provided that introduce 'spawn_prototype
' and 'spawn_prototype_async
' that allow for easy spawning of prototypes.
Spawning at a Location
I didn't want to be specific about how locations were handled, so this is left up to you. My recommendation is to add a position to your prototypes, and edit that position before calling spawn_prototype
.
EntityBuilder
For convenience an EntityBuilder
is also included. This is a struct that is used for creating and updating entities from Module
s and is ideal for use in prototypes. Calling build
will call install
on each module. Calling rebuild
will call update
on each module.
Usage
Add the ProtoPlugin
to your app. Register your manifests using app.add_manifest()
then spawn entities with commands.spawn_prototype()
.
If you want to control when load happens, use app.configure_sets()
on the ProtoSchedule::Loading
schedule.
Dependencies
~23–58MB
~1M SLoC