Struct bevy_yoleck::prelude::YoleckEntityType

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pub struct YoleckEntityType {
    pub name: String,
    pub has_uuid: bool,
    /* private fields */
}
Expand description

A type of entity that can be created and edited with the Yoleck level editor.

Yoleck will only read and write the components registered on the entity type with the with method, even if the file has data of other components or if the Bevy entity has other YoleckComponents inserted to it. These components will still take effect in edit and populate systems though, even if they are not registered on the entity.

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§name: String

The type_name used to identify the entity type.

§has_uuid: bool

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impl YoleckEntityType

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pub fn new(name: impl ToString) -> Self

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pub fn with<T: YoleckComponent>(self) -> Self

Register a YoleckComponent for entities of this type.

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pub fn insert_on_init<T: Bundle>( self, bundle_maker: impl 'static + Sync + Send + Fn() -> T ) -> Self

Automatically spawn regular Bevy components when creating entities of this type.

This is useful for marker components that don’t carry data that needs to be saved to files.

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pub fn insert_on_init_during_editor<T: Bundle>( self, bundle_maker: impl 'static + Sync + Send + Fn() -> T ) -> Self

Similar to insert_on_init, but only applies for entities in the editor. Will not be added during playtests or actual game.

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pub fn insert_on_init_during_game<T: Bundle>( self, bundle_maker: impl 'static + Sync + Send + Fn() -> T ) -> Self

Similar to insert_on_init, but only applies for entities in playtests or the actual game. Will not be added in the editor.

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pub fn with_uuid(self) -> Self

Give the entity a UUID, so that it can be persistently referred in .yol files.

These entities will have a uuid field in their record header in the .yol file, and a YoleckEntityUuid component that stores the same UUID when loaded. The YoleckUuidRegistry resource can be used to resolve the entity from the UUID.

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