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.
Fields§
§name: StringThe type_name used to identify the entity type.
has_uuid: boolImplementations§
Source§impl YoleckEntityType
impl YoleckEntityType
pub fn new(name: impl ToString) -> Self
Sourcepub fn with<T: YoleckComponent>(self) -> Self
pub fn with<T: YoleckComponent>(self) -> Self
Register a YoleckComponent for entities of this type.
Sourcepub fn insert_on_init<T: Bundle>(
self,
bundle_maker: impl 'static + Sync + Send + Fn() -> T,
) -> Self
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.
Sourcepub fn insert_on_init_during_editor<T: Bundle>(
self,
bundle_maker: impl 'static + Sync + Send + Fn() -> T,
) -> Self
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.
Sourcepub fn insert_on_init_during_game<T: Bundle>(
self,
bundle_maker: impl 'static + Sync + Send + Fn() -> T,
) -> Self
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.
Sourcepub fn with_uuid(self) -> Self
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.
§Required for Entity References
This method must be called for entity types that need to be referenced by other entities. Only entities with UUID can be:
- Referenced using
YoleckEntityRef - Dragged and dropped onto entity reference fields in the editor
- Selected via the viewport click tool for entity references
§Example
// Planet can be referenced by other entities
app.add_yoleck_entity_type({
YoleckEntityType::new("Planet")
.with_uuid() // Required for references!
});Auto Trait Implementations§
impl !RefUnwindSafe for YoleckEntityType
impl !UnwindSafe for YoleckEntityType
impl Freeze for YoleckEntityType
impl Send for YoleckEntityType
impl Sync for YoleckEntityType
impl Unpin for YoleckEntityType
impl UnsafeUnpin for YoleckEntityType
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