Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy genre router for Romance. Keywords: Bevy, Romance, genre, ECS, router.
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실행 점수 미검증
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Genre router. Domain work lives in the Bevy skills below.
Load this for relationship values and scene routes on top of dialogue.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.[dependencies]
bevy = "0.20"
Each character stores affection and the last choice. Route flags are a resource. Apply the choice, then pick the next scene id. Those systems share Bond, so they chain.
#[derive(Clone, Copy, PartialEq, Eq)]
enum Choice {
Warm,
Cool,
}
#[derive(Component)]
struct Bond {
affection: i32,
last: Choice,
}
#[derive(Resource)]
struct RouteFlags {
confession_open: bool,
scene: u32,
}
fn boot(mut commands: Commands) {
commands.insert_resource(RouteFlags {
confession_open: false,
scene: 0,
});
commands.spawn(Bond {
affection: 0,
last: Choice::Cool,
});
}
fn apply_choice(keys: Res<ButtonInput<KeyCode>>, mut bonds: Query<&mut Bond>) {
let choice = if keys.just_pressed(KeyCode::Digit1) {
Some(Choice::Warm)
} else if keys.just_pressed(KeyCode::Digit2) {
Some(Choice::Cool)
} else {
None
};
let Some(choice) = choice else {
return;
};
for mut bond in &mut bonds {
bond.last = choice;
bond.affection += if choice == Choice::Warm { 10 } else { -5 };
}
}
fn advance_route(bonds: Query<&Bond>, mut route: ResMut<RouteFlags>) {
let Some(bond) = bonds.iter().next() else {
return;
};
route.confession_open = bond.affection >= 30;
if route.confession_open {
route.scene = 4;
} else if bond.last == Choice::Warm {
route.scene = 2;
} else {
route.scene = 1;
}
}
fn install(app: &mut App) {
app.add_systems(Startup, boot)
.add_systems(Update, (apply_choice, advance_route).chain());
}
A scene is available when affection is at least the threshold stored on that scene.
#[derive(Component)]
struct SceneGate {
id: u32,
min_affection: i32,
}
#[derive(Component)]
struct Bond {
affection: i32,
}
fn gate_open(bonds: Query<&Bond>, gates: Query<&SceneGate>, scene_id: u32) -> bool {
let Some(bond) = bonds.iter().next() else {
return false;
};
gates
.iter()
.any(|gate| gate.id == scene_id && bond.affection >= gate.min_affection)
}
| Piece | Bevy idiom |
|---|---|
| Genre content | Entities plus the domain skills linked below |
| Run-wide director | A Resource |
| Loop notices | bevy-events-messaging |
Bond. RouteFlags stores the open scene. Bevy has no relationship type; the example above is the data.Target: Bevy 0.20+.
Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.
| Piece | Owner | Who may mutate | Schedule |
|---|---|---|---|
| Data on one entity | Component | One system via Query | Update or FixedMain |
| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |
| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |
| Order that must not race | .chain() | The chained systems only | Same schedule |
| Plugin boundary | Plugin | build registers systems and resources | Before the app runs |
Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.
| If you need | Do this | Do not |
|---|---|---|
| Per-entity data | Component + Query | One script that owns the whole tree |
| App-wide config or clock | Resource | Copy the value onto every entity |
| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |
| Startup spawn | Commands in Startup | Spawn from a render system |
| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |
| An API outside the documented set | Check the official docs first | A made-up crate or API |
Load references/ecs-ownership.md for the ownership table.
Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.
Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.
Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
No foreign-engine types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No invented genre APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Do not pick a physics or net crate here. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Official pages stay on unversioned permalinks. The library pin on bevy-master stays 0.20.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.