Crates.io | moonshine-spawn |
lib.rs | moonshine-spawn |
version | |
source | src |
created_at | 2023-11-20 02:35:59.865915 |
updated_at | 2024-11-30 01:55:18.726833 |
description | Collection of tools for spawning entities in Bevy |
homepage | https://github.com/Zeenobit/moonshine_spawn |
repository | https://github.com/Zeenobit/moonshine_spawn |
max_upload_size | |
id | 1041636 |
Cargo.toml error: | TOML parse error at line 17, column 1 | 17 | autolib = false | ^^^^^^^ unknown field `autolib`, expected one of `name`, `version`, `edition`, `authors`, `description`, `readme`, `license`, `repository`, `homepage`, `documentation`, `build`, `resolver`, `links`, `default-run`, `default_dash_run`, `rust-version`, `rust_dash_version`, `rust_version`, `license-file`, `license_dash_file`, `license_file`, `licenseFile`, `license_capital_file`, `forced-target`, `forced_dash_target`, `autobins`, `autotests`, `autoexamples`, `autobenches`, `publish`, `metadata`, `keywords`, `categories`, `exclude`, `include` |
size | 0 |
Collection of tools for spawning entities in Bevy.
In Bevy, complex hierarchies of entities are typically spawned using the ChildBuilder
:
use bevy::prelude::*;
fn spawn_chicken(commands: &mut Commands) -> Entity {
// Spawn logic is spread between this function and the bundle
commands.spawn(ChickenBundle { /* Components */ }).with_children(|chicken| {
// Children
})
.id()
}
#[derive(Bundle)]
struct ChickenBundle {
// ...
}
While this pattern works for most cases, it tends to spread out the logic of entity spawning between the bundle and the function which builds the entity hierarchy. Arguably, this makes the code less modular and harder to read and maintain.
Additionally, there is no built-in functionality to reference a predefined entity hierarchy (i.e. a "prefab").
This crate aims to solve some of these issues by providing tools to make spawning more ergonomic:
use bevy::prelude::*;
use moonshine_spawn::prelude::*;
let mut app = App::new();
// Make sure `SpawnPlugin` is added to your `App`:
app.add_plugins((DefaultPlugins, SpawnPlugin));
// Register spawnables during initialization:
let chicken_key: SpawnKey = app.add_spawnable("chicken", Chicken);
// Spawn a spawnable with a key:
let chicken = app.world_mut().spawn_key(chicken_key); // .spawn_key("chicken") also works!
#[derive(Component)]
struct Chicken;
impl Spawn for Chicken {
type Output = (Chicken, SpawnChildren);
// Spawn logic is now unified:
fn spawn(&self, world: &World, entity: Entity) -> Self::Output {
// Components
(Chicken,
spawn_children(|chicken| {
// Children
}))
}
}
A type is a "spawnable" if it implements either Spawn
or SpawnOnce
:
trait Spawn {
type Output;
fn spawn(&self, world: &World, entity: Entity) -> Self::Output;
}
trait SpawnOnce {
type Output;
fn spawn_once(self, world: &World, entity: Entity) -> Self::Output;
}
SpawnOnce
is implemented by default for all Bevy bundles.
Spawn
is implemented for all types which implement SpawnOnce + Clone
. This means any Bundle + Clone
implements Spawn
.
The output of a spawn is always a bundle which is then inserted into the given entity
at the end of spawn process.
You may use these traits to define functional spawnables:
use bevy::prelude::*;
use moonshine_spawn::prelude::*;
#[derive(Resource)]
struct DefaultChickenName(Name);
struct Egg;
impl SpawnOnce for Egg {
type Output = ChickenBundle;
fn spawn_once(self, world: &World, entity: Entity) -> Self::Output {
let DefaultChickenName(name) = world.resource::<DefaultChickenName>();
ChickenBundle::new(name.clone())
}
}
#[derive(Bundle)]
struct ChickenBundle {
chicken: Chicken,
name: Name,
}
impl ChickenBundle {
fn new(name: Name) -> Self {
Self {
chicken: Chicken,
name,
}
}
}
#[derive(Component)]
struct Chicken;
fn open_egg(egg: Egg, commands: &mut Commands) -> Entity {
commands.spawn_once_with(egg).id()
}
To spawn bundles with children, use the WithChildren
trait:
use bevy::prelude::*;
use moonshine_spawn::prelude::*;
#[derive(Component)]
struct Chicken;
fn chicken() -> impl SpawnOnce {
Chicken.with_children(|chicken| {
// ...
})
}
Or use the SpawnChildren
component and the spawn_children
function:
use bevy::prelude::*;
use moonshine_spawn::prelude::*;
#[derive(Bundle)]
struct ChickenBundle {
chicken: Chicken,
children: SpawnChildren,
}
#[derive(Component)]
struct Chicken;
fn chicken() -> impl SpawnOnce {
ChickenBundle {
chicken: Chicken,
children: spawn_children(|chicken| {
// ...
})
}
}
A SpawnKey
is a reference to a registered spawnable.
Each key must be unique within the scope of a World
and is registered using the AddSpawnable
extension trait.
Use this to register your spawnables during app initialization:
app.add_spawnable("chicken", chicken());
You can then spawn a spawnable using a spawn key at runtime, either using Commands
or a &mut World
:
commands.spawn_with_key("chicken");
You may also use spawn keys when spawning children of a bundle:
fn chicken() -> impl SpawnOnce {
ChickenBundle {
chicken: Chicken,
children: spawn_children(|chicken| {
chicken.spawn_with_key("chicken_head");
})
}
}
force_spawn_children
This crate works by running a system which invokes any SpawnChildren
Component
during the First
schedule.
Sometimes it may be necessary to spawn children manually before the First
schedule runs due to system dependencies.
In such cases, you may use force_spawn_children
to manually invoke these components:
use bevy::prelude::*;
use moonshine_spawn::{prelude::*, force_spawn_children};
let mut app = App::new();
// This system spawns a chicken during setup:
fn spawn_chicken(mut commands: Commands) {
commands.spawn_once_with(chicken());
}
// This system depends on children of `Chicken`:
fn update_chicken_head(query: Query<(Entity, &Chicken, &Children)>, mut head: Query<&mut ChickenHead>) {
for (entity, chicken, children) in query.iter() {
if let Ok(mut head) = head.get_mut(children[0]) {
// ...
}
}
}
#[derive(Component)]
struct Chicken;
fn chicken() -> impl SpawnOnce {
Chicken.with_children(|chicken| {
chicken.spawn(ChickenHead);
})
}
#[derive(Component)]
struct ChickenHead;
let mut app = App::new();
app.add_plugins((DefaultPlugins, SpawnPlugin))
.add_systems(Startup, spawn_chicken)
// Without `force_spawn_children`, chicken head would only be updated on the second update cycle after spawn.
// With `force_spawn_children`, chicken head would be updated in the same update cycle.
.add_systems(Startup, force_spawn_children())
.add_systems(Update, update_chicken_head);
Please post an issue for any bugs, questions, or suggestions.
You may also contact me on the official Bevy Discord server as @Zeenobit.