use bevy::{app::AppExit, ecs::event::ManualEventReader, prelude::*}; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn main() { App::new() // This is just needed for headless console app, not needed for a regular bevy game // that uses a winit window .set_runner(move |mut app: App| { let mut app_exit_event_reader = ManualEventReader::::default(); loop { if let Some(app_exit_events) = app.world.get_resource_mut::>() { if app_exit_event_reader .read(&app_exit_events) .last() .is_some() { break; } } app.update(); } }) .add_plugins(DefaultPlugins) .add_systems(Startup, startup) .add_systems(Update, call_lua_on_update_from_rust) .add_scripting::(|runtime| { runtime.add_function(String::from("quit"), |mut exit: EventWriter| { exit.send(AppExit); }); }) .run(); } fn startup(mut commands: Commands, assets_server: Res) { commands.spawn(Script::::new( assets_server.load("examples/lua/call_function_from_rust.lua"), )); } fn call_lua_on_update_from_rust( mut scripted_entities: Query<(Entity, &mut LuaScriptData)>, scripting_runtime: ResMut, ) { for (entity, mut script_data) in &mut scripted_entities { scripting_runtime .call_fn("on_update", &mut script_data, entity, ()) .unwrap(); } }