use bevy::prelude::*; use bevy_dexterous_developer::*; reloadable_main!( (initial_plugins) { App::new() .add_plugins(initial_plugins.initialize::()) .setup_reloadable_elements::() .run(); }); #[derive(Component)] struct Resetabble; reloadable_scope!(reloadable(app) { println!("Adding Setup To List"); app.reset_setup::(setup); }); /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { println!("Running Setup"); // circular base commands.spawn(( Resetabble, PbrBundle { mesh: meshes.add(Circle::new(5.0)), material: materials.add(Color::LinearRgba(LinearRgba::GREEN)), transform: Transform::from_rotation(Quat::from_rotation_x( -std::f32::consts::FRAC_PI_2, )), ..default() }, )); // cube commands.spawn(( Resetabble, PbrBundle { mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)), material: materials.add(Color::srgb_u8(124, 144, 255)), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }, )); // light commands.spawn(( Resetabble, PointLightBundle { point_light: PointLight { shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }, )); // camera commands.spawn(( Resetabble, Camera3dBundle { transform: Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }, )); }