Struct bevy_yoleck::prelude::YoleckLoadLevel

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pub struct YoleckLoadLevel(pub Handle<YoleckRawLevel>);
Expand description

Command Yoleck to load a level.

fn level_loading_system(
    asset_server: Res<AssetServer>,
    mut commands: Commands,
) {
    commands.spawn(YoleckLoadLevel(asset_server.load("levels/level1.yol")));
}

After the level is loaded, YoleckLoadLevel will be removed and YoleckKeepLevel will be added instead. To unload the level, either remove YoleckKeepLevel or despawn the entire level entity.

Immediately after the level is loaded, but before the populate systems get to run, Yoleck will run the YoleckSchedule::LevelLoaded schedule, allowing the game to register systems there and interfere with the level entities while they are still just freshly deserialized YoleckComponent data. During that time, the entities of the levels that were just loaded will be marked with YoleckLevelJustLoaded, allowing to these systems to distinguish them from already existing levels.

Note that the entities inside the level will not be children of the level entity. Games that want to load multiple levels and dynamically position them should use VpeolRepositionLevel.

Tuple Fields§

§0: Handle<YoleckRawLevel>

Trait Implementations§

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impl Component for YoleckLoadLevel
where Self: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy::ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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fn register_component_hooks(_hooks: &mut ComponentHooks)

Called when registering this component, allowing mutable access to its ComponentHooks.

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