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1641 lines
56 KiB
Rust
1641 lines
56 KiB
Rust
// Monologe Trees Editor
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//
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// Editor for creating Monologue Trees levels
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//
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// REFACTOR:
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// * Monologue -> Event -> Active -> UI
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// * Scene -> Event -> Active -> UI
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// * Animation -> Event -> Active -> UI
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// * Font -> Event -> Active -> UI
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// * Gltf -> Event -> Active -> UI
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//
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// BUGS:
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// * When Handle<T> is loaded, the button for TargetAsset<T> should load as well
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// * Exported level should preserve active camera
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// * Picking new GLTF resets audio without resetting buttons
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//
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// TODO:
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// * edit textbox with actions
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// * (brutal) export level
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// * (hard) import level
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// * (hard) Harden Active Camera
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// * (medium) Pre-compute animation target entities
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// * make min/max/close buttons into actions not selects
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// * (???) Better handle hide/close monologue
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use bevy::{
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asset::{Asset, Assets, ChangeWatcher},
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gltf::Gltf,
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prelude::*,
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utils::Duration,
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};
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use monologue_trees::{
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debug::*,
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editor::{assets::*, audio::*, font::*, monologue::*, *},
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ui,
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};
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const WELCOME_MESSAGES: &'static [&'static str] = &[
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"Welcome to the Monologue Trees editor!",
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"Import assets by dragging and dropping files or folders into the editor!",
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concat!(
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"Supported file types (for now):\n",
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"* 3D: .gltf, .glb\n",
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"* Audio: .ogg\n",
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"* Font: .ttf, .otf\n",
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"* Monologues: .monologue.txt",
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),
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];
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins
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.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Monologue Trees Editor".into(),
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resolution: (640., 480.).into(),
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..default()
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}),
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..default()
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})
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.set(AssetPlugin {
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watch_for_changes: ChangeWatcher::with_delay(Duration::from_millis(200)),
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..default()
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}),
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DebugInfoPlugin,
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ui::GameUiPlugin {
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enable_alerts: true,
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},
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))
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.register_type::<LevelRoot>()
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.register_type::<AudioRoot>()
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.init_resource::<AssetRegistry>()
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.init_resource::<FontInfo>()
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.add_asset::<Monologue>()
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.init_asset_loader::<MonologueLoader>()
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.add_event::<ControlAudio>()
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.add_event::<ControlMonologue>()
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.add_systems(Startup, (initialize_ui, init_texts_ui, welcome_message))
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.add_systems(Update, quit.run_if(ui::activated::<QuitAction>))
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.add_systems(
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Update,
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(
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init_animations_ui,
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remove_animations_ui,
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add_animations_ui,
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play_all_animations,
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play_animation,
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),
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)
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.add_systems(
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Update,
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(remove_scenes_ui, add_scenes_ui, control_active_scenes),
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)
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.add_systems(Update, (cameras_ui, manage_active_camera, fallback_camera))
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.add_systems(
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Update,
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(
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audio_ui,
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ui_control_audio,
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ui_active::<AudioSource>,
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ui_inactive::<AudioSource>,
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control_audio,
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),
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)
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.add_systems(
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Update,
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(
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gltf_ui,
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texts_ui,
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control_active_gltf,
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control_monologue,
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ui_control_monologue,
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ui_active::<Monologue>,
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ui_inactive::<Monologue>,
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sync_monologue_font,
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),
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)
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.add_systems(Update, (fonts_ui, set_active_font))
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.add_systems(Startup, reload_assets)
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.add_systems(
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Update,
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(
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reload_assets.run_if(ui::activated::<ReloadAssets>),
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clear_assets.run_if(ui::activated::<ClearAssets>),
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),
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)
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.add_systems(
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Update,
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(
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point_light_force_shadows,
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spot_light_force_shadows,
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directional_light_force_shadows,
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),
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)
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.add_systems(Update, clear_level)
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.add_systems(
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Update,
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(
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level_ui,
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load_level,
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export_level.run_if(ui::activated::<ExportLevel>),
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rehydrate_level::<Visibility, ComputedVisibility>,
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rehydrate_level::<Handle<AudioSource>, PlaybackSettings>,
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//rehydrate_level::<Handle<AnimationClip>, AnimationPlayer>,
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//rehydrate_level::<DebandDither, Camera3d>,
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),
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)
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.add_systems(
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Update,
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(
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sync_asset_buttons::<Font>,
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sync_remove_asset_buttons::<Font>,
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sync_asset_buttons::<AudioSource>,
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sync_remove_asset_buttons::<AudioSource>,
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sync_asset_buttons::<Monologue>,
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sync_remove_asset_buttons::<Monologue>,
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sync_asset_buttons::<Level>,
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sync_remove_asset_buttons::<Level>,
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sync_asset_buttons::<Gltf>,
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sync_remove_asset_buttons::<Gltf>,
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sync_asset_buttons::<Scene>,
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sync_remove_asset_buttons::<Scene>,
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sync_asset_buttons::<AnimationClip>,
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sync_remove_asset_buttons::<AnimationClip>,
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),
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)
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.add_systems(
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Update,
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(
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add_timeline_epoch.run_if(ui::activated::<AddEpoch>),
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set_epoch_gltf,
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load_epoch_gltf,
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set_epoch_scene,
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load_epoch_scene,
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set_epoch_camera,
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load_epoch_camera,
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set_epoch_music,
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load_epoch_music,
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set_epoch_monologue,
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load_epoch_monologue,
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set_epoch_font,
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load_epoch_font,
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set_epoch_sfx,
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load_epoch_sfx,
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set_epoch_animations,
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load_epoch_animations,
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),
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)
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.run();
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}
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#[derive(Debug, Component)]
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pub struct TabRoot;
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#[derive(Debug, Component, Reflect, Default)]
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#[reflect(Component)]
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pub struct LevelRoot;
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#[derive(Debug, Component)]
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pub struct EditorCamera;
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fn initialize_ui(mut commands: Commands) {
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// Empty entity for populating the level being edited
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commands.spawn((SpatialBundle { ..default() }, LevelRoot));
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commands.spawn(AudioRoot);
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commands.spawn((
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Camera2dBundle { ..default() },
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UiCameraConfig { show_ui: true },
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Name::new("Editor Camera"),
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EditorCamera,
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ui::Active,
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));
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let base_style = Style {
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border: UiRect::all(Val::Px(1.0)),
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padding: UiRect::all(Val::Px(1.0)),
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overflow: Overflow::clip(),
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flex_direction: FlexDirection::Column,
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..default()
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};
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let simple_button = ButtonBundle {
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style: Style {
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..base_style.clone()
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},
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background_color: Color::WHITE.into(),
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border_color: Color::BLACK.into(),
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..default()
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};
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// Assets widget
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commands
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.spawn(NodeBundle {
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style: Style {
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top: Val::Px(0.0),
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left: Val::Px(0.0),
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position_type: PositionType::Absolute,
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border: UiRect::all(Val::Px(1.0)),
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margin: UiRect::all(Val::Px(1.0)),
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padding: UiRect::all(Val::Px(1.0)),
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flex_direction: FlexDirection::Column,
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overflow: Overflow::clip(),
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..default()
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},
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background_color: Color::WHITE.into(),
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border_color: Color::BLACK.into(),
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..default()
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})
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.with_children(|parent| {
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let container = parent
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.spawn((NodeBundle {
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style: Style {
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border: UiRect::all(Val::Px(1.0)),
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margin: UiRect::all(Val::Px(1.0)),
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padding: UiRect::all(Val::Px(1.0)),
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flex_direction: FlexDirection::Row,
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overflow: Overflow::clip(),
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..default()
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},
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background_color: Color::WHITE.into(),
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border_color: Color::BLACK.into(),
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..default()
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},))
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.with_children(|parent| {
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// HACK: This is super janky but I think we need it like this for UI layout rules
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let mut content_containers: Vec<(String, Entity)> = Vec::new();
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// Containers with asset content
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parent
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.spawn((
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NodeBundle {
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style: Style {
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border: UiRect::all(Val::Px(1.0)),
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margin: UiRect::all(Val::Px(1.0)),
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padding: UiRect::all(Val::Px(1.0)),
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flex_direction: FlexDirection::Column,
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overflow: Overflow::clip(),
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justify_content: JustifyContent::FlexStart,
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..default()
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},
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background_color: Color::WHITE.into(),
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border_color: Color::BLACK.into(),
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..default()
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},
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ui::Sorting(2),
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))
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.with_children(|parent| {
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content_containers
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.push(spawn_tab_container::<FontWidget>("Font", parent));
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content_containers
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.push(spawn_tab_container::<MonologueWidget>("Monologue", parent));
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content_containers
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.push(spawn_tab_container::<AudioWidget>("Audio", parent));
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content_containers
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.push(spawn_tab_container::<LevelWidget>("Level", parent));
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content_containers
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.push(spawn_tab_container::<GltfWidget>("Gltf", parent));
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content_containers
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.push(spawn_tab_container::<SceneWidget>("Scene", parent));
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content_containers
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.push(spawn_tab_container::<CameraWidget>("Camera", parent));
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content_containers
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.push(spawn_tab_container::<AnimationWidget>("Animation", parent));
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});
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// Container for tabs that open/close containers
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parent
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.spawn((
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NodeBundle {
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style: Style {
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border: UiRect::all(Val::Px(1.0)),
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margin: UiRect::all(Val::Px(1.0)),
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padding: UiRect::all(Val::Px(1.0)),
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flex_direction: FlexDirection::Column,
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overflow: Overflow::clip(),
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..default()
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},
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background_color: Color::WHITE.into(),
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border_color: Color::BLACK.into(),
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..default()
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},
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ui::Sorting(1),
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ui::Select::Single,
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))
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.with_children(|parent| {
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content_containers.iter().enumerate().for_each(
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|(i, (name, target))| {
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parent.spawn((
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simple_button.clone(),
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ui::Title {
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text: name.clone(),
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..default()
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},
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ui::Collapse { target: *target },
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ui::Sorting(i as u8),
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));
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},
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);
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});
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})
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.id();
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parent.spawn((
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ui::TitleBarBase::new(Color::WHITE).bundle(),
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ui::Title {
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text: "Assets".into(),
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..default()
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},
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ui::Minimize { target: container },
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ui::Sorting(0),
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));
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});
|
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|
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// Actions widget
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commands
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.spawn(NodeBundle {
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style: Style {
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bottom: Val::Px(0.0),
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left: Val::Px(0.0),
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position_type: PositionType::Absolute,
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border: UiRect::all(Val::Px(1.0)),
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margin: UiRect::all(Val::Px(1.0)),
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padding: UiRect::all(Val::Px(1.0)),
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flex_direction: FlexDirection::Column,
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overflow: Overflow::clip(),
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..default()
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},
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background_color: Color::WHITE.into(),
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border_color: Color::BLACK.into(),
|
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..default()
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})
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.with_children(|parent| {
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let container = parent
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|
.spawn((
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|
NodeBundle {
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style: Style {
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|
border: UiRect::all(Val::Px(1.0)),
|
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margin: UiRect::all(Val::Px(1.0)),
|
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padding: UiRect::all(Val::Px(1.0)),
|
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flex_direction: FlexDirection::Column,
|
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overflow: Overflow::clip(),
|
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..default()
|
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},
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background_color: Color::WHITE.into(),
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border_color: Color::BLACK.into(),
|
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..default()
|
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},
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ui::Sorting(99),
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ui::Select::Action,
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))
|
|
.with_children(|parent| {
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parent.spawn((
|
|
simple_button.clone(),
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ReloadAssets,
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ui::Sorting(1),
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|
ui::Title {
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text: "Reload Assets".into(),
|
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..default()
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},
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));
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parent.spawn((
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simple_button.clone(),
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ClearAssets,
|
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ui::Sorting(2),
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|
ui::Title {
|
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text: "Clear Assets".into(),
|
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..default()
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},
|
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));
|
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parent.spawn((
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simple_button.clone(),
|
|
ExportLevel,
|
|
ui::Sorting(3),
|
|
ui::Title {
|
|
text: "Export Level".into(),
|
|
..default()
|
|
},
|
|
));
|
|
parent.spawn((
|
|
simple_button.clone(),
|
|
ClearLevel,
|
|
ui::Sorting(3),
|
|
ui::Title {
|
|
text: "Clear Level".into(),
|
|
..default()
|
|
},
|
|
));
|
|
parent.spawn((
|
|
simple_button.clone(),
|
|
QuitAction,
|
|
ui::Sorting(3),
|
|
ui::Title {
|
|
text: "Quit".into(),
|
|
..default()
|
|
},
|
|
));
|
|
})
|
|
.id();
|
|
parent.spawn((
|
|
ui::TitleBarBase::new(Color::WHITE).bundle(),
|
|
ui::Title {
|
|
text: "Actions".into(),
|
|
..default()
|
|
},
|
|
ui::Minimize { target: container },
|
|
ui::Sorting(0),
|
|
));
|
|
});
|
|
|
|
// Actions widget
|
|
commands
|
|
.spawn(NodeBundle {
|
|
style: Style {
|
|
bottom: Val::Px(0.0),
|
|
right: Val::Px(0.0),
|
|
position_type: PositionType::Absolute,
|
|
border: UiRect::all(Val::Px(1.0)),
|
|
margin: UiRect::all(Val::Px(1.0)),
|
|
padding: UiRect::all(Val::Px(1.0)),
|
|
flex_direction: FlexDirection::Column,
|
|
overflow: Overflow::clip(),
|
|
..default()
|
|
},
|
|
background_color: Color::WHITE.into(),
|
|
border_color: Color::BLACK.into(),
|
|
..default()
|
|
})
|
|
.with_children(|parent| {
|
|
let container = parent
|
|
.spawn((
|
|
NodeBundle {
|
|
style: Style {
|
|
border: UiRect::all(Val::Px(1.0)),
|
|
margin: UiRect::all(Val::Px(1.0)),
|
|
padding: UiRect::all(Val::Px(1.0)),
|
|
flex_direction: FlexDirection::Row,
|
|
overflow: Overflow::clip(),
|
|
..default()
|
|
},
|
|
background_color: Color::WHITE.into(),
|
|
border_color: Color::BLACK.into(),
|
|
..default()
|
|
},
|
|
ui::Sorting(99),
|
|
ui::Select::Single,
|
|
TimelineWidget,
|
|
))
|
|
.with_children(|parent| {
|
|
// "Add Epoch" button
|
|
parent
|
|
.spawn((
|
|
NodeBundle {
|
|
style: Style {
|
|
border: UiRect::all(Val::Px(1.0)),
|
|
margin: UiRect::all(Val::Px(1.0)),
|
|
padding: UiRect::all(Val::Px(1.0)),
|
|
flex_direction: FlexDirection::Row,
|
|
align_items: AlignItems::Center,
|
|
justify_items: JustifyItems::Center,
|
|
overflow: Overflow::clip(),
|
|
..default()
|
|
},
|
|
background_color: Color::WHITE.into(),
|
|
border_color: Color::BLACK.into(),
|
|
..default()
|
|
},
|
|
ui::Select::Action,
|
|
))
|
|
.with_children(|parent| {
|
|
parent.spawn((
|
|
simple_button.clone(),
|
|
AddEpoch,
|
|
ui::Title {
|
|
text: "+".into(),
|
|
..default()
|
|
},
|
|
));
|
|
});
|
|
})
|
|
.id();
|
|
parent.spawn((
|
|
ui::TitleBarBase::new(Color::WHITE).bundle(),
|
|
ui::Title {
|
|
text: "Timeline".into(),
|
|
..default()
|
|
},
|
|
ui::Minimize { target: container },
|
|
ui::Sorting(0),
|
|
));
|
|
});
|
|
}
|
|
|
|
fn welcome_message(mut writer: EventWriter<ui::Alert>) {
|
|
WELCOME_MESSAGES
|
|
.iter()
|
|
.for_each(|&msg| writer.send(ui::Alert::Info(msg.into())))
|
|
}
|
|
|
|
fn spawn_tab_container<T: Default + Component>(
|
|
title: &'static str,
|
|
parent: &mut ChildBuilder,
|
|
) -> (String, Entity) {
|
|
(
|
|
title.into(),
|
|
// Content node
|
|
parent
|
|
.spawn((
|
|
NodeBundle {
|
|
style: Style {
|
|
display: Display::None,
|
|
border: UiRect::all(Val::Px(1.0)),
|
|
margin: UiRect::all(Val::Px(1.0)),
|
|
padding: UiRect::all(Val::Px(1.0)),
|
|
flex_direction: FlexDirection::Column,
|
|
..default()
|
|
},
|
|
background_color: Color::WHITE.into(),
|
|
border_color: Color::BLACK.into(),
|
|
..default()
|
|
},
|
|
T::default(),
|
|
ui::Scroll,
|
|
Interaction::default(),
|
|
))
|
|
.id(),
|
|
)
|
|
}
|
|
|
|
use gltf::*;
|
|
mod gltf {
|
|
use super::*;
|
|
|
|
#[derive(Debug, Component, Default)]
|
|
pub struct GltfWidget;
|
|
|
|
pub fn gltf_ui(
|
|
mut events: EventReader<AssetEvent<Gltf>>,
|
|
mut commands: Commands,
|
|
widget: Query<Entity, With<GltfWidget>>,
|
|
current: Query<(Entity, &ui::TargetAsset<Gltf>)>,
|
|
server: Res<AssetServer>,
|
|
) {
|
|
events.iter().for_each(|event| match event {
|
|
AssetEvent::Created { handle } => {
|
|
info!("Asset created! {:?}", event);
|
|
create_asset_button(
|
|
&widget,
|
|
&mut commands,
|
|
ui::TargetAsset {
|
|
handle: handle.clone(),
|
|
},
|
|
get_asset_name(&server, handle.clone()),
|
|
None,
|
|
);
|
|
}
|
|
AssetEvent::Removed { handle } => {
|
|
info!("Asset removed! {:?}", event);
|
|
destroy_asset_button(
|
|
¤t,
|
|
&mut commands,
|
|
&ui::TargetAsset {
|
|
handle: handle.clone(),
|
|
},
|
|
);
|
|
}
|
|
AssetEvent::Modified { handle } => {
|
|
info!("Asset modified! {:?}", event);
|
|
destroy_asset_button(
|
|
¤t,
|
|
&mut commands,
|
|
&ui::TargetAsset {
|
|
handle: handle.clone(),
|
|
},
|
|
);
|
|
create_asset_button(
|
|
&widget,
|
|
&mut commands,
|
|
ui::TargetAsset {
|
|
handle: handle.clone(),
|
|
},
|
|
get_asset_name(&server, handle.clone()),
|
|
None,
|
|
);
|
|
}
|
|
});
|
|
}
|
|
|
|
pub fn control_active_gltf(
|
|
events: Query<Entity, (With<ui::TargetAsset<Gltf>>, Added<ui::Active>)>,
|
|
root: Query<Entity, With<LevelRoot>>,
|
|
mut commands: Commands,
|
|
) {
|
|
events.iter().for_each(|_| {
|
|
root.iter().for_each(|entity| {
|
|
commands.entity(entity).despawn_descendants();
|
|
});
|
|
});
|
|
}
|
|
}
|
|
|
|
use scenes::*;
|
|
mod scenes {
|
|
use super::*;
|
|
|
|
#[derive(Debug, Component, Default)]
|
|
pub struct SceneWidget;
|
|
|
|
pub fn add_scenes_ui(
|
|
gltf_selected: Query<&ui::TargetAsset<Gltf>, Added<ui::Active>>,
|
|
mut commands: Commands,
|
|
gltfs: Res<Assets<Gltf>>,
|
|
widget: Query<Entity, With<SceneWidget>>,
|
|
) {
|
|
gltf_selected.iter().for_each(|ui::TargetAsset { handle }| {
|
|
if let Some(gltf) = gltfs.get(&handle.clone()) {
|
|
gltf.named_scenes.iter().for_each(|(name, handle)| {
|
|
create_asset_button(
|
|
&widget,
|
|
&mut commands,
|
|
ui::TargetAsset {
|
|
handle: handle.clone(),
|
|
},
|
|
name.clone(),
|
|
None,
|
|
);
|
|
})
|
|
}
|
|
});
|
|
}
|
|
|
|
pub fn remove_scenes_ui(
|
|
mut gltf_unselected: RemovedComponents<ui::Active>,
|
|
target_assets: Query<&ui::TargetAsset<Gltf>>,
|
|
current: Query<(Entity, &ui::TargetAsset<Scene>)>,
|
|
gltfs: Res<Assets<Gltf>>,
|
|
mut commands: Commands,
|
|
) {
|
|
gltf_unselected
|
|
.iter()
|
|
.filter_map(|entity| target_assets.get(entity).ok())
|
|
.filter_map(|ui::TargetAsset { handle }| gltfs.get(handle))
|
|
.for_each(|gltf| {
|
|
gltf.scenes.iter().for_each(|handle| {
|
|
destroy_asset_button(
|
|
¤t,
|
|
&mut commands,
|
|
&ui::TargetAsset {
|
|
handle: handle.clone(),
|
|
},
|
|
);
|
|
});
|
|
});
|
|
}
|
|
|
|
pub fn control_active_scenes(
|
|
added: Query<Entity, (With<Button>, Added<ui::Active>)>,
|
|
mut removed: RemovedComponents<ui::Active>,
|
|
scene_refs: Query<&ui::TargetAsset<Scene>>,
|
|
scenes: Query<(Entity, &Handle<Scene>)>,
|
|
level_root: Query<Entity, With<LevelRoot>>,
|
|
mut commands: Commands,
|
|
) {
|
|
// A scene button was marked inactive
|
|
removed.iter().for_each(|entity| {
|
|
// Get the handle associated with that button
|
|
scene_refs
|
|
.get(entity)
|
|
.iter()
|
|
.for_each(|ui::TargetAsset { handle }| {
|
|
scenes
|
|
.iter()
|
|
.find_map(|(entity, this_handle)| (this_handle == handle).then_some(entity))
|
|
.iter()
|
|
.for_each(|&entity| {
|
|
commands.entity(entity).despawn_recursive();
|
|
});
|
|
});
|
|
});
|
|
added.iter().for_each(|entity| {
|
|
scene_refs
|
|
.get(entity)
|
|
.iter()
|
|
.for_each(|ui::TargetAsset { handle }| {
|
|
info!("Spawning Scene {:?}", handle);
|
|
commands
|
|
.entity(level_root.single())
|
|
.with_children(|parent| {
|
|
parent.spawn(SceneBundle {
|
|
scene: handle.clone(),
|
|
..default()
|
|
});
|
|
});
|
|
});
|
|
});
|
|
}
|
|
}
|
|
|
|
use animations::*;
|
|
mod animations {
|
|
use super::*;
|
|
|
|
#[derive(Debug, Component, Default)]
|
|
pub struct AnimationWidget;
|
|
|
|
#[derive(Debug, Component)]
|
|
pub struct AnimationPlayAll;
|
|
|
|
pub fn init_animations_ui(
|
|
events: Query<Entity, Added<AnimationWidget>>,
|
|
mut commands: Commands,
|
|
) {
|
|
events.iter().for_each(|entity| {
|
|
commands.entity(entity).with_children(|parent| {
|
|
parent.spawn((
|
|
AnimationPlayAll,
|
|
ButtonBundle {
|
|
style: Style {
|
|
border: UiRect::all(Val::Px(1.0)),
|
|
margin: UiRect::all(Val::Px(1.0)),
|
|
padding: UiRect::all(Val::Px(1.0)),
|
|
..default()
|
|
},
|
|
border_color: Color::BLACK.into(),
|
|
..default()
|
|
},
|
|
ui::Title {
|
|
text: "Play All".into(),
|
|
..default()
|
|
},
|
|
));
|
|
});
|
|
})
|
|
}
|
|
|
|
/// When a new scene is loaded, add any newly compatible animations
|
|
/// TODO: Add target entity(s) too
|
|
pub fn add_animations_ui(
|
|
player_spawned: Query<&Name, Added<AnimationPlayer>>,
|
|
widget: Query<Entity, With<AnimationWidget>>,
|
|
mut commands: Commands,
|
|
gltfs: Res<Assets<Gltf>>,
|
|
clips: Res<Assets<AnimationClip>>,
|
|
) {
|
|
player_spawned.iter().for_each(|player_name| {
|
|
gltfs
|
|
.iter()
|
|
.flat_map(|(_, gltf)| gltf.named_animations.iter())
|
|
.filter_map(|(clip_name, handle)| {
|
|
clips.get(&handle).map(|clip| (clip_name, handle, clip))
|
|
})
|
|
.filter(|(_, _, clip)| clip.compatible_with(player_name))
|
|
.for_each(|(clip_name, handle, _)| {
|
|
create_asset_button(
|
|
&widget,
|
|
&mut commands,
|
|
ui::TargetAsset {
|
|
handle: handle.clone(),
|
|
},
|
|
clip_name.clone(),
|
|
None,
|
|
);
|
|
});
|
|
});
|
|
}
|
|
|
|
// When a scene is de-selected, remove any outdated animation options
|
|
pub fn remove_animations_ui(
|
|
mut removed_players: RemovedComponents<Handle<Scene>>,
|
|
current: Query<(Entity, &ui::TargetAsset<AnimationClip>)>,
|
|
clips: Res<Assets<AnimationClip>>,
|
|
targets: Query<(&AnimationPlayer, &Name)>,
|
|
mut commands: Commands,
|
|
) {
|
|
// For each removed scene
|
|
removed_players.iter().for_each(|_| {
|
|
// Iterate over the current animation buttons
|
|
current
|
|
.iter()
|
|
.filter(|(_, ui::TargetAsset { handle })| {
|
|
// Check if this clip is compatible with any remaining entities
|
|
// NOTE: We are checking this is *not* compatible with any entities
|
|
clips
|
|
.get(handle)
|
|
.map(|clip| !(targets.iter().any(|(_, name)| clip.compatible_with(name))))
|
|
.unwrap_or(true)
|
|
})
|
|
.for_each(|(_, ui::TargetAsset { handle })| {
|
|
// Destroy the buton if it is so
|
|
destroy_asset_button(
|
|
¤t,
|
|
&mut commands,
|
|
&ui::TargetAsset {
|
|
handle: handle.clone(),
|
|
},
|
|
);
|
|
});
|
|
});
|
|
}
|
|
|
|
pub fn play_all_animations(
|
|
start: Query<Entity, (With<Button>, Added<ui::Active>)>,
|
|
mut stop: RemovedComponents<ui::Active>,
|
|
play_all_btn: Query<Entity, With<AnimationPlayAll>>,
|
|
clip_btns: Query<Entity, With<ui::TargetAsset<AnimationClip>>>,
|
|
mut commands: Commands,
|
|
) {
|
|
stop.iter()
|
|
.filter(|&entity| play_all_btn.contains(entity))
|
|
.for_each(|_| {
|
|
clip_btns.iter().for_each(|entity| {
|
|
commands.entity(entity).remove::<ui::Active>();
|
|
})
|
|
});
|
|
start
|
|
.iter()
|
|
.filter(|&entity| play_all_btn.contains(entity))
|
|
.for_each(|_| {
|
|
clip_btns.iter().for_each(|entity| {
|
|
commands.entity(entity).insert(ui::Active);
|
|
})
|
|
});
|
|
}
|
|
|
|
pub fn play_animation(
|
|
start: Query<Entity, (With<Button>, Added<ui::Active>)>,
|
|
mut stop: RemovedComponents<ui::Active>,
|
|
clip_refs: Query<&ui::TargetAsset<AnimationClip>>,
|
|
mut targets: Query<(&mut AnimationPlayer, &Name), With<Transform>>,
|
|
clips: Res<Assets<AnimationClip>>,
|
|
) {
|
|
stop.iter().for_each(|entity| {
|
|
if let Ok(ui::TargetAsset { handle }) = clip_refs.get(entity) {
|
|
let clip = clips.get(&handle).expect("Load animation clip");
|
|
targets
|
|
.iter_mut()
|
|
.filter(|(_, name)| clip.compatible_with(name))
|
|
.for_each(|(mut player, _)| {
|
|
player.pause();
|
|
})
|
|
}
|
|
});
|
|
start.iter().for_each(|entity| {
|
|
if let Ok(ui::TargetAsset { handle }) = clip_refs.get(entity) {
|
|
let clip = clips.get(&handle).expect("Load animation clip");
|
|
targets
|
|
.iter_mut()
|
|
.filter(|(_, name)| clip.compatible_with(name))
|
|
.for_each(|(mut player, _)| {
|
|
if player.is_paused() {
|
|
player.resume();
|
|
} else {
|
|
player.play(handle.clone()).repeat();
|
|
}
|
|
})
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
use cameras::*;
|
|
mod cameras {
|
|
use super::*;
|
|
|
|
#[derive(Debug, Component, Default)]
|
|
pub struct CameraWidget;
|
|
|
|
pub fn cameras_ui(
|
|
mut added: Query<(Entity, &mut Camera, &Name), Added<Camera>>,
|
|
mut removed: RemovedComponents<Camera>,
|
|
editor_camera: Query<Entity, With<EditorCamera>>,
|
|
widget: Query<Entity, With<CameraWidget>>,
|
|
current: Query<(Entity, &ui::TargetEntity)>,
|
|
mut commands: Commands,
|
|
) {
|
|
removed.iter().for_each(|entity| {
|
|
info!("Destroy button for {:?}", entity);
|
|
destroy_entity_button(¤t, &mut commands, &ui::TargetEntity { entity });
|
|
});
|
|
added.iter_mut().for_each(|(entity, mut camera, name)| {
|
|
info!("Camera added {:?} {:?}", entity, name);
|
|
create_entity_button(
|
|
&widget,
|
|
&mut commands,
|
|
ui::TargetEntity { entity },
|
|
name.as_str().into(),
|
|
);
|
|
camera.is_active = entity == editor_camera.single();
|
|
});
|
|
}
|
|
|
|
/// Set the camera active component based on button clicks
|
|
pub fn manage_active_camera(
|
|
events: Query<&ui::TargetEntity, Added<ui::Active>>,
|
|
mut cameras: Query<(Entity, &mut Camera)>,
|
|
) {
|
|
events.iter().for_each(|ui::TargetEntity { entity }| {
|
|
cameras.iter_mut().for_each(|(this_entity, mut camera)| {
|
|
if this_entity == *entity {
|
|
info!("Marking {:?} as active camera", entity);
|
|
camera.is_active = true;
|
|
} else {
|
|
info!("Marking {:?} as inactive camera", entity);
|
|
camera.is_active = false;
|
|
}
|
|
});
|
|
});
|
|
}
|
|
|
|
// In the event that an active camera is despawned, fall back to the editor camera
|
|
pub fn fallback_camera(
|
|
modified: Query<Entity, (Changed<Camera>, Without<EditorCamera>)>,
|
|
mut removed: RemovedComponents<Camera>,
|
|
other_cameras: Query<&Camera, Without<EditorCamera>>,
|
|
mut editor_camera: Query<&mut Camera, With<EditorCamera>>,
|
|
) {
|
|
// Any time a camera is modified
|
|
modified.iter().chain(removed.iter()).for_each(|_| {
|
|
// If no other cameras are active
|
|
if !other_cameras.iter().any(|camera| camera.is_active) {
|
|
// Make the editor camera active
|
|
editor_camera.single_mut().is_active = true;
|
|
}
|
|
})
|
|
}
|
|
}
|
|
|
|
use lighting::*;
|
|
mod lighting {
|
|
use super::*;
|
|
|
|
pub fn spot_light_force_shadows(mut spot_lights: Query<&mut SpotLight, Added<SpotLight>>) {
|
|
spot_lights.iter_mut().for_each(|mut light| {
|
|
light.shadows_enabled = true;
|
|
})
|
|
}
|
|
|
|
pub fn directional_light_force_shadows(
|
|
mut directional_lights: Query<&mut DirectionalLight, Added<DirectionalLight>>,
|
|
) {
|
|
directional_lights.iter_mut().for_each(|mut light| {
|
|
light.shadows_enabled = true;
|
|
})
|
|
}
|
|
|
|
pub fn point_light_force_shadows(mut point_lights: Query<&mut PointLight, Added<PointLight>>) {
|
|
point_lights.iter_mut().for_each(|mut light| {
|
|
light.shadows_enabled = true;
|
|
})
|
|
}
|
|
}
|
|
|
|
use reset::*;
|
|
mod reset {
|
|
use super::*;
|
|
|
|
#[derive(Debug, Component)]
|
|
pub struct ClearLevel;
|
|
|
|
pub fn clear_level(
|
|
events: Query<Entity, (With<ClearLevel>, Added<ui::Active>)>,
|
|
actives: Query<
|
|
Entity,
|
|
(
|
|
With<ui::Active>,
|
|
Or<(
|
|
With<ui::TargetEntity>,
|
|
With<ui::TargetAsset<Gltf>>,
|
|
With<ui::TargetAsset<Scene>>,
|
|
With<ui::TargetAsset<AnimationClip>>,
|
|
With<ui::TargetAsset<AudioSource>>,
|
|
With<ui::TargetAsset<Monologue>>,
|
|
With<ui::TargetAsset<Font>>,
|
|
)>,
|
|
),
|
|
>,
|
|
root: Query<Entity, With<LevelRoot>>,
|
|
mut commands: Commands,
|
|
) {
|
|
events.iter().for_each(|_| {
|
|
actives.iter().for_each(|entity| {
|
|
commands.entity(entity).remove::<ui::Active>();
|
|
});
|
|
root.iter().for_each(|entity| {
|
|
commands.entity(entity).despawn_descendants();
|
|
});
|
|
})
|
|
}
|
|
|
|
#[derive(Debug, Component)]
|
|
pub struct ClearAssets;
|
|
|
|
pub fn clear_assets(
|
|
asset_holders: Query<
|
|
Entity,
|
|
Or<(
|
|
With<ui::TargetAsset<Gltf>>,
|
|
With<Handle<Gltf>>,
|
|
With<ui::TargetAsset<Scene>>,
|
|
With<Handle<Scene>>,
|
|
With<ui::TargetAsset<AnimationClip>>,
|
|
With<Handle<AnimationClip>>,
|
|
With<ui::TargetAsset<AudioSource>>,
|
|
With<Handle<AudioSource>>,
|
|
With<ui::TargetAsset<Monologue>>,
|
|
With<Handle<Monologue>>,
|
|
With<ui::TargetAsset<Font>>,
|
|
With<Handle<Font>>,
|
|
)>,
|
|
>,
|
|
mut registry: ResMut<AssetRegistry>,
|
|
mut commands: Commands,
|
|
) {
|
|
info!("Clearing assets");
|
|
|
|
// Clear buttons holding asset references
|
|
asset_holders
|
|
.iter()
|
|
.for_each(|entity| commands.entity(entity).despawn_recursive());
|
|
|
|
// Empty asset registry
|
|
registry.0.clear();
|
|
}
|
|
}
|
|
|
|
pub use level::*;
|
|
mod level {
|
|
use bevy::tasks::IoTaskPool;
|
|
|
|
use super::*;
|
|
|
|
pub type Level = DynamicScene;
|
|
|
|
#[derive(Debug, Component, Default)]
|
|
pub struct LevelWidget;
|
|
|
|
#[derive(Debug, Component)]
|
|
pub struct ExportLevel;
|
|
|
|
pub fn level_ui(
|
|
mut events: EventReader<AssetEvent<Level>>,
|
|
mut commands: Commands,
|
|
widget: Query<Entity, With<LevelWidget>>,
|
|
current: Query<(Entity, &ui::TargetAsset<Level>)>,
|
|
server: Res<AssetServer>,
|
|
) {
|
|
events.iter().for_each(|event| match event {
|
|
AssetEvent::Created { handle } => {
|
|
info!("Asset created! {:?}", event);
|
|
create_asset_button(
|
|
&widget,
|
|
&mut commands,
|
|
ui::TargetAsset {
|
|
handle: handle.clone(),
|
|
},
|
|
get_asset_name(&server, handle.clone()),
|
|
None,
|
|
);
|
|
}
|
|
AssetEvent::Removed { handle } => {
|
|
info!("Asset removed! {:?}", event);
|
|
destroy_asset_button(
|
|
¤t,
|
|
&mut commands,
|
|
&ui::TargetAsset {
|
|
handle: handle.clone(),
|
|
},
|
|
);
|
|
}
|
|
AssetEvent::Modified { handle } => {
|
|
info!("Asset modified! {:?}", event);
|
|
destroy_asset_button(
|
|
¤t,
|
|
&mut commands,
|
|
&ui::TargetAsset {
|
|
handle: handle.clone(),
|
|
},
|
|
);
|
|
create_asset_button(
|
|
&widget,
|
|
&mut commands,
|
|
ui::TargetAsset {
|
|
handle: handle.clone(),
|
|
},
|
|
get_asset_name(&server, handle.clone()),
|
|
None,
|
|
);
|
|
}
|
|
});
|
|
}
|
|
|
|
pub fn load_level(
|
|
events: Query<
|
|
&ui::TargetAsset<DynamicScene>,
|
|
(Added<ui::Active>, With<ui::TargetAsset<DynamicScene>>),
|
|
>,
|
|
root: Query<Entity, With<LevelRoot>>,
|
|
mut commands: Commands,
|
|
) {
|
|
events.iter().for_each(|ui::TargetAsset { handle }| {
|
|
root.iter().for_each(|entity| {
|
|
commands.entity(entity).despawn_recursive();
|
|
});
|
|
commands.spawn(DynamicSceneBundle {
|
|
scene: handle.clone(),
|
|
..default()
|
|
});
|
|
});
|
|
}
|
|
|
|
pub fn export_level(
|
|
level_root: Query<Entity, With<LevelRoot>>,
|
|
audio_root: Query<Entity, With<AudioRoot>>,
|
|
children: Query<&Children>,
|
|
world: &World,
|
|
) {
|
|
let app_type_registry = world.resource::<AppTypeRegistry>().clone();
|
|
let mut builder = DynamicSceneBuilder::from_world(world.clone());
|
|
|
|
builder.deny_all_resources();
|
|
|
|
// Exclude computed visibility
|
|
builder.deny_all();
|
|
|
|
// Level administrivia
|
|
builder.allow::<LevelRoot>();
|
|
builder.allow::<AudioRoot>();
|
|
|
|
// TODO: Serialize Timeline
|
|
|
|
// Scene components
|
|
builder.allow::<Handle<Scene>>();
|
|
|
|
// Spatial components
|
|
builder.allow::<Transform>();
|
|
builder.allow::<GlobalTransform>();
|
|
builder.allow::<Visibility>();
|
|
|
|
// Audio components
|
|
builder.allow::<Handle<AudioSource>>();
|
|
builder.allow::<PlaybackSettings>();
|
|
|
|
// Text components
|
|
builder.allow::<Handle<Font>>();
|
|
builder.allow::<Handle<Monologue>>();
|
|
|
|
level_root.iter().for_each(|level| {
|
|
// Extract the level root
|
|
builder.extract_entity(level);
|
|
|
|
if let Ok(kids) = children.get(level) {
|
|
builder.extract_entities(kids.into_iter().map(|&e| e));
|
|
} else {
|
|
warn!("Level is empty!");
|
|
}
|
|
});
|
|
|
|
audio_root.iter().for_each(|audio| {
|
|
// Extract the level root
|
|
builder.extract_entity(audio);
|
|
|
|
if let Ok(kids) = children.get(audio) {
|
|
builder.extract_entities(kids.into_iter().map(|&e| e));
|
|
} else {
|
|
warn!("Audio is empty!");
|
|
}
|
|
});
|
|
|
|
let scene = builder.build();
|
|
|
|
let serialized = scene
|
|
.serialize_ron(&app_type_registry)
|
|
.expect("Serialize scene");
|
|
|
|
IoTaskPool::get()
|
|
.spawn(async move {
|
|
// Write the scene RON data to file
|
|
std::fs::write(format!("assets/output.scn.ron"), serialized.as_bytes())
|
|
.expect("Error while writing scene to file");
|
|
})
|
|
.detach();
|
|
}
|
|
|
|
pub fn rehydrate_level<W: Component, WO: Component + Default>(
|
|
events: Query<Entity, (Added<W>, Without<WO>)>,
|
|
mut commands: Commands,
|
|
) {
|
|
events.iter().for_each(|entity| {
|
|
commands.entity(entity).insert(WO::default());
|
|
});
|
|
}
|
|
}
|
|
|
|
use quit::*;
|
|
mod quit {
|
|
use super::*;
|
|
|
|
use bevy::app::AppExit;
|
|
|
|
#[derive(Debug, Component, Default)]
|
|
pub struct QuitAction;
|
|
|
|
pub fn quit(mut exit: EventWriter<AppExit>) {
|
|
exit.send(AppExit);
|
|
}
|
|
}
|
|
|
|
use asset_sync::*;
|
|
mod asset_sync {
|
|
use super::*;
|
|
|
|
// This sets buttons to active when their associated handle is spawned
|
|
pub fn sync_asset_buttons<T: Asset>(
|
|
events: Query<&Handle<T>, Added<Handle<T>>>,
|
|
buttons: Query<(Entity, &ui::TargetAsset<T>)>,
|
|
mut commands: Commands,
|
|
) {
|
|
events.iter().for_each(|this_handle| {
|
|
info!("Syncing {:?}", this_handle);
|
|
buttons
|
|
.iter()
|
|
.find_map(|(entity, ui::TargetAsset { handle })| {
|
|
if handle == this_handle {
|
|
Some(entity)
|
|
} else {
|
|
None
|
|
}
|
|
})
|
|
.iter()
|
|
.for_each(|&entity| {
|
|
commands.entity(entity).insert(ui::Active);
|
|
});
|
|
});
|
|
}
|
|
|
|
// Remove active when handle is despawned?
|
|
// ONLY IF there are no instances of that handle [!any(*)]
|
|
pub fn sync_remove_asset_buttons<T: Asset>(
|
|
mut events: RemovedComponents<Handle<T>>,
|
|
asset_entities: Query<&Handle<T>>,
|
|
buttons: Query<(Entity, &ui::TargetAsset<T>)>,
|
|
mut commands: Commands,
|
|
) {
|
|
events
|
|
.iter()
|
|
.find_map(|this_asset_entity| asset_entities.get(this_asset_entity).ok())
|
|
.iter()
|
|
.for_each(|this_handle| {
|
|
info!("Syncing removal of {:?}", this_handle);
|
|
buttons
|
|
.iter()
|
|
.find_map(|(entity, ui::TargetAsset { handle })| {
|
|
if handle == *this_handle {
|
|
Some(entity)
|
|
} else {
|
|
None
|
|
}
|
|
})
|
|
.iter()
|
|
.for_each(|&entity| {
|
|
commands.entity(entity).remove::<ui::Active>();
|
|
});
|
|
});
|
|
}
|
|
}
|
|
|
|
use timeline::*;
|
|
mod timeline {
|
|
use super::*;
|
|
|
|
/// Timeline widget marker
|
|
#[derive(Debug, Component)]
|
|
pub struct TimelineWidget;
|
|
|
|
/// Add Epoch component, used on a button to trigger a new epoch addition
|
|
#[derive(Debug, Component)]
|
|
pub struct AddEpoch;
|
|
|
|
/// Epoch ID Component
|
|
#[derive(Debug, Reflect, Component, Clone)]
|
|
pub struct EpochId {
|
|
id: usize,
|
|
}
|
|
|
|
/// Epoch GLTF Component
|
|
#[derive(Debug, Reflect, Component, Clone)]
|
|
pub struct EpochGltf {
|
|
gltf: Handle<Gltf>,
|
|
}
|
|
|
|
/// Epoch Scene Component
|
|
#[derive(Debug, Reflect, Component, Clone)]
|
|
pub struct EpochScene {
|
|
scene: Handle<Scene>,
|
|
}
|
|
|
|
/// Epoch Camera Component, marking the current camera
|
|
#[derive(Debug, Reflect, Component, Clone)]
|
|
pub struct EpochCamera {
|
|
camera: Entity,
|
|
}
|
|
|
|
/// Epoch music component, marking the opening track for this epoch
|
|
#[derive(Debug, Reflect, Default, Component, Clone)]
|
|
pub struct EpochMusic {
|
|
music: Handle<AudioSource>,
|
|
}
|
|
|
|
/// Epoch monologue, marking the dialog spoken this epoch
|
|
#[derive(Debug, Reflect, Component, Clone)]
|
|
pub struct EpochMonologue {
|
|
monologue: Handle<Monologue>,
|
|
}
|
|
|
|
/// Epoch font, marking the font used for this epoch's monologue
|
|
#[derive(Debug, Reflect, Component, Clone)]
|
|
pub struct EpochFont {
|
|
font: Handle<Font>,
|
|
}
|
|
|
|
/// A vector of audios looping this epoch as background tracks
|
|
#[derive(Debug, Reflect, Component, Clone)]
|
|
pub struct EpochSfx {
|
|
sfx: Vec<Handle<AudioSource>>,
|
|
}
|
|
|
|
/// Epoch animations, looping this epoch
|
|
#[derive(Debug, Reflect, Component, Clone)]
|
|
pub struct EpochAnimations {
|
|
animations: Vec<Handle<AnimationClip>>,
|
|
}
|
|
|
|
/// System for adding an epoch to the level's timeline
|
|
/// Triggered when a button with the AddEpoch marker is Active
|
|
pub fn add_timeline_epoch(
|
|
root: Query<(Entity, &Children), With<TimelineWidget>>,
|
|
mut commands: Commands,
|
|
) {
|
|
info!("Adding timeline epoch");
|
|
|
|
root.iter().for_each(|(entity, children)| {
|
|
let id = children.iter().len();
|
|
let name = format!("{}", id);
|
|
commands.entity(entity).with_children(|parent| {
|
|
parent.spawn((
|
|
ButtonBundle {
|
|
style: Style {
|
|
border: UiRect::all(Val::Px(1.0)),
|
|
margin: UiRect::all(Val::Px(1.0)),
|
|
padding: UiRect::all(Val::Px(1.0)),
|
|
..default()
|
|
},
|
|
border_color: Color::BLACK.into(),
|
|
..default()
|
|
},
|
|
ui::Title {
|
|
text: name,
|
|
..default()
|
|
},
|
|
EpochId { id },
|
|
));
|
|
});
|
|
});
|
|
}
|
|
|
|
/// Set the GLTF for the current epoch
|
|
pub fn set_epoch_gltf(
|
|
events: Query<&ui::TargetAsset<Gltf>, Added<ui::Active>>,
|
|
active_epoch: Query<Entity, (With<ui::Active>, With<EpochId>)>,
|
|
mut commands: Commands,
|
|
) {
|
|
// Each time a GLTF is selected in the editor
|
|
events.iter().for_each(|ui::TargetAsset { handle }| {
|
|
// Iterate over all (0 or 1) active epochs
|
|
active_epoch.iter().for_each(|entity| {
|
|
// Set the GLTF (overwrite existing GLTF selections)
|
|
commands.entity(entity).insert(EpochGltf {
|
|
gltf: handle.clone(),
|
|
});
|
|
|
|
// TODO: Unset Scene, Camera, Animations
|
|
});
|
|
});
|
|
}
|
|
|
|
pub fn load_epoch_gltf(events: Query<Option<&EpochGltf>, (Added<ui::Active>, With<EpochId>)>) {
|
|
events.iter().for_each(|epoch_gltf| {
|
|
warn!("TODO: Load epoch GLTF!");
|
|
})
|
|
}
|
|
|
|
pub fn set_epoch_scene(
|
|
events: Query<&ui::TargetAsset<Scene>, Added<ui::Active>>,
|
|
active_epoch: Query<Entity, (With<ui::Active>, With<EpochId>)>,
|
|
mut commands: Commands,
|
|
) {
|
|
// Each time a Scene is selected in the editor
|
|
events.iter().for_each(|ui::TargetAsset { handle }| {
|
|
// Iterate over all (0 or 1) active epochs
|
|
active_epoch.iter().for_each(|entity| {
|
|
// Set the Scene (overwrite existing Scene selections)
|
|
commands.entity(entity).insert(EpochScene {
|
|
scene: handle.clone(),
|
|
});
|
|
});
|
|
});
|
|
}
|
|
|
|
pub fn load_epoch_scene(
|
|
events: Query<Option<&EpochScene>, (Added<ui::Active>, With<EpochId>)>,
|
|
) {
|
|
events.iter().for_each(|epoch_scene| {
|
|
warn!("TODO: Load epoch Scene!");
|
|
})
|
|
}
|
|
|
|
pub fn set_epoch_camera(
|
|
events: Query<&ui::TargetEntity, Added<ui::Active>>,
|
|
active_epoch: Query<Entity, (With<ui::Active>, With<EpochId>)>,
|
|
mut commands: Commands,
|
|
) {
|
|
// Each time a Scene is selected in the editor
|
|
events.iter().for_each(|ui::TargetEntity { entity }| {
|
|
// Iterate over all (0 or 1) active epochs
|
|
active_epoch.iter().for_each(|this_entity| {
|
|
// Set the Scene (overwrite existing Scene selections)
|
|
commands
|
|
.entity(this_entity)
|
|
.insert(EpochCamera { camera: *entity });
|
|
});
|
|
});
|
|
}
|
|
|
|
pub fn load_epoch_camera(
|
|
events: Query<Option<&EpochCamera>, (Added<ui::Active>, With<EpochId>)>,
|
|
) {
|
|
events.iter().for_each(|epoch_camera| {
|
|
warn!("TODO: Load epoch Camera");
|
|
})
|
|
}
|
|
|
|
pub fn set_epoch_music(
|
|
events: Query<&ui::TargetAsset<AudioSource>, Added<ui::Active>>,
|
|
active_epoch: Query<Entity, (With<ui::Active>, With<EpochId>)>,
|
|
mut commands: Commands,
|
|
) {
|
|
// Each time a Scene is selected in the editor
|
|
events.iter().for_each(|ui::TargetAsset { handle }| {
|
|
info!("TODO: Select scene music");
|
|
|
|
// // Iterate over all (0 or 1) active epochs
|
|
// active_epoch.iter().for_each(|entity| {
|
|
// // Set the Scene (overwrite existing Scene selections)
|
|
// commands.entity(entity).insert(EpochMusic { music: handle.clone() });
|
|
// });
|
|
});
|
|
}
|
|
|
|
pub fn load_epoch_music(
|
|
events: Query<Option<&EpochMusic>, (Added<ui::Active>, With<EpochId>)>,
|
|
) {
|
|
events.iter().for_each(|epoch_music| {
|
|
warn!("TODO: Load epoch music!");
|
|
})
|
|
}
|
|
|
|
pub fn set_epoch_monologue(
|
|
events: Query<&ui::TargetAsset<Monologue>, Added<ui::Active>>,
|
|
active_epoch: Query<Entity, (With<ui::Active>, With<EpochId>)>,
|
|
mut commands: Commands,
|
|
) {
|
|
// Each time a Scene is selected in the editor
|
|
events.iter().for_each(|ui::TargetAsset { handle }| {
|
|
// Iterate over all (0 or 1) active epochs
|
|
active_epoch.iter().for_each(|entity| {
|
|
// Set the Scene (overwrite existing Scene selections)
|
|
commands.entity(entity).insert(EpochMonologue {
|
|
monologue: handle.clone(),
|
|
});
|
|
});
|
|
});
|
|
}
|
|
|
|
pub fn load_epoch_monologue(
|
|
events: Query<Option<&EpochMonologue>, (Added<ui::Active>, With<EpochId>)>,
|
|
) {
|
|
events.iter().for_each(|epoch_monologue| {
|
|
warn!("TODO: unset epoch Monologue!");
|
|
epoch_monologue
|
|
.iter()
|
|
.for_each(|EpochMonologue { monologue }| {
|
|
warn!("TODO: Set level epoch");
|
|
});
|
|
});
|
|
}
|
|
|
|
pub fn set_epoch_font(
|
|
events: Query<&ui::TargetAsset<Font>, Added<ui::Active>>,
|
|
active_epoch: Query<Entity, (With<ui::Active>, With<EpochId>)>,
|
|
mut commands: Commands,
|
|
) {
|
|
// Each time a Scene is selected in the editor
|
|
events.iter().for_each(|ui::TargetAsset { handle }| {
|
|
// Iterate over all (0 or 1) active epochs
|
|
active_epoch.iter().for_each(|entity| {
|
|
// Set the Scene (overwrite existing Scene selections)
|
|
commands.entity(entity).insert(EpochFont {
|
|
font: handle.clone(),
|
|
});
|
|
});
|
|
});
|
|
}
|
|
|
|
pub fn load_epoch_font(
|
|
events: Query<Option<&EpochFont>, (Added<ui::Active>, With<EpochId>)>,
|
|
mut font_info: ResMut<FontInfo>,
|
|
) {
|
|
events.iter().for_each(|epoch_font| {
|
|
font_info.default = epoch_font.map(|EpochFont { font }| font.clone());
|
|
});
|
|
}
|
|
|
|
pub fn set_epoch_sfx(
|
|
events: Query<&ui::TargetAsset<AudioSource>, Added<ui::Active>>,
|
|
mut active_epoch: Query<(Entity, Option<&mut EpochSfx>), (With<ui::Active>, With<EpochId>)>,
|
|
mut commands: Commands,
|
|
) {
|
|
// Each time a Scene is selected in the editor
|
|
events.iter().for_each(|ui::TargetAsset { handle }| {
|
|
// Iterate over all (0 or 1) active epochs
|
|
active_epoch.iter_mut().for_each(|(entity, maybe_sfx)| {
|
|
info!("Adding sfx {:?} to epoch {:?}", maybe_sfx, entity);
|
|
if let Some(mut epoch_sfx) = maybe_sfx {
|
|
epoch_sfx.sfx.push(handle.clone());
|
|
} else {
|
|
// Set the Scene (overwrite existing Scene selections)
|
|
commands.entity(entity).insert(EpochSfx {
|
|
sfx: vec![handle.clone()],
|
|
});
|
|
}
|
|
});
|
|
});
|
|
}
|
|
|
|
pub fn load_epoch_sfx(
|
|
added: Query<Entity, (Added<ui::Active>, With<EpochId>)>,
|
|
mut removed: RemovedComponents<ui::Active>,
|
|
epoch_sfx: Query<&EpochSfx>,
|
|
mut writer: EventWriter<ControlAudio>,
|
|
) {
|
|
removed.iter().for_each(|entity| {
|
|
epoch_sfx.get(entity).iter().for_each(|EpochSfx { sfx }| {
|
|
sfx.iter().for_each(|handle| {
|
|
writer.send(ControlAudio::Stop(handle.clone()));
|
|
});
|
|
});
|
|
});
|
|
added.iter().for_each(|entity| {
|
|
epoch_sfx.get(entity).iter().for_each(|EpochSfx { sfx }| {
|
|
sfx.iter().for_each(|handle| {
|
|
writer.send(ControlAudio::Loop(handle.clone()));
|
|
});
|
|
});
|
|
});
|
|
}
|
|
|
|
pub fn set_epoch_animations(
|
|
events: Query<&ui::TargetAsset<AnimationClip>, Added<ui::Active>>,
|
|
mut active_epoch: Query<
|
|
(Entity, Option<&mut EpochAnimations>),
|
|
(With<ui::Active>, With<EpochId>),
|
|
>,
|
|
mut commands: Commands,
|
|
) {
|
|
// Each time a Scene is selected in the editor
|
|
events.iter().for_each(|ui::TargetAsset { handle }| {
|
|
// Iterate over all (0 or 1) active epochs
|
|
active_epoch
|
|
.iter_mut()
|
|
.for_each(|(entity, maybe_animations)| {
|
|
if let Some(mut epoch_animations) = maybe_animations {
|
|
epoch_animations.animations.push(handle.clone());
|
|
} else {
|
|
// Set the Scene (overwrite existing Scene selections)
|
|
commands.entity(entity).insert(EpochAnimations {
|
|
animations: vec![handle.clone()],
|
|
});
|
|
}
|
|
});
|
|
});
|
|
}
|
|
|
|
pub fn load_epoch_animations(
|
|
events: Query<Option<&EpochAnimations>, (Added<ui::Active>, With<EpochId>)>,
|
|
) {
|
|
events.iter().for_each(|epoch_animations| {
|
|
warn!("TODO: Load epoch Animations!");
|
|
})
|
|
}
|
|
}
|