bevy_scriptum/examples/lua/side_effects.rs
Jarosław Konik 6726e40768
Lua support (#16)
* adds Lua language support
* makes the library generic, allowing for easy extension for more languages
* small improvements and fixes
2024-06-16 07:06:09 +02:00

50 lines
1.6 KiB
Rust

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::<AppExit>::default();
loop {
if let Some(app_exit_events) = app.world.get_resource_mut::<Events<AppExit>>() {
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::<LuaRuntime>(|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<AssetServer>) {
commands.spawn((Script::<LuaScript>::new(
assets_server.load("examples/lua/side_effects.lua"),
),));
}
fn print_entity_names_and_quit(query: Query<&Name>, mut exit: EventWriter<AppExit>) {
if !query.is_empty() {
for e in &query {
println!("{}", e);
}
exit.send(AppExit);
}
}