bevy_scriptum/examples/call_function_from_rust.rs
2023-06-21 16:22:12 +02:00

44 lines
1.6 KiB
Rust

use bevy::{app::AppExit, ecs::event::ManualEventReader, prelude::*};
use bevy_scriptum::{prelude::*, Script, ScriptData, ScriptingRuntime};
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 let Some(_) = app_exit_event_reader.iter(&app_exit_events).last() {
break;
}
}
app.update();
}
})
.add_plugins(DefaultPlugins)
.add_plugin(ScriptingPlugin::default())
.add_startup_system(startup)
.add_system(call_rhai_on_update_from_rust)
.add_script_function(String::from("quit"), |mut exit: EventWriter<AppExit>| {
exit.send(AppExit);
})
.run();
}
fn startup(mut commands: Commands, assets_server: Res<AssetServer>) {
commands.spawn(Script::new(
assets_server.load("examples/call_function_from_rust.rhai"),
));
}
fn call_rhai_on_update_from_rust(
mut scripted_entities: Query<(Entity, &mut ScriptData)>,
mut scripting_runtime: ResMut<ScriptingRuntime>,
) {
for (entity, mut script_data) in &mut scripted_entities {
scripting_runtime
.call_fn("on_update", &mut script_data, entity, ())
.unwrap();
}
}