Created
September 19, 2019 19:34
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snippets of code
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..in on_start | |
world.exec( | |
|(loader, mut scene, mut scene_map): (PrefabLoader<'_, ScenePrefabData>, Write<'_, Scene>, Write<'_, SceneMap>)| { | |
scene_map.insert(0, | |
loader.load( | |
Path::new("prefab") | |
.join("lightroom_0.ron") | |
.to_string_lossy(), | |
RonFormat, | |
self.progress.as_mut().unwrap(), | |
), | |
); | |
scene_map.insert(1, | |
loader.load( | |
Path::new("prefab") | |
.join("lightroom_1.ron") | |
.to_string_lossy(), | |
RonFormat, | |
self.progress.as_mut().unwrap(), | |
), | |
); | |
scene.handle = Some(scene_map.get(&0).unwrap().clone()); | |
}, | |
); | |
... | |
#[derive(Derivative)] | |
#[derivative(Default(bound = ""))] | |
pub struct Scene { | |
pub handle: Option<Handle<Prefab<ScenePrefabData>>>, | |
pub scene: Option<usize>, | |
pub entity: Option<Entity>, | |
pub animation_index: usize, | |
} | |
#[derive(Debug, SystemDesc, new)] | |
#[system_desc(name(SceneChangeSystemDesc))] | |
pub struct SceneChangeSystem; | |
impl<'a> System<'a> for SceneChangeSystem { | |
type SystemData = ( | |
Entities<'a>, | |
Read<'a, UIState>, | |
Write<'a, Scene>, | |
Read<'a, SceneMap>, | |
WriteStorage<'a, Handle<Prefab<ScenePrefabData>>>, | |
); | |
fn run(&mut self, (entities, ui_state, mut scene, scene_map, mut prefabs): Self::SystemData) { | |
if scene.scene.is_none() || scene.scene.unwrap() != ui_state.scene { | |
scene.scene = Some(ui_state.scene); | |
let scene_handle = scene_map.get(&ui_state.scene).unwrap().clone(); | |
if scene.entity.is_some() { | |
entities.delete(scene.entity.unwrap()); | |
} | |
println!("Creating new parent entity for scene {}.", scene.scene.unwrap()); | |
scene.entity = Some(entities.build_entity().with(scene_handle, &mut prefabs).build()); | |
} | |
} | |
} | |
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