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, print_entity_names_and_quit) .add_scripting::(|runtime| { runtime.add_function(String::from("spawn_entity"), spawn_entity); }) .run(); } fn spawn_entity(mut commands: Commands) { commands.spawn(Name::new("SpawnedEntity")); } fn startup(mut commands: Commands, assets_server: Res) { commands.spawn((Script::::new( assets_server.load("examples/lua/side_effects.lua"), ),)); } fn print_entity_names_and_quit(query: Query<&Name>, mut exit: EventWriter) { if !query.is_empty() { for e in &query { println!("{}", e); } exit.send(AppExit); } }