Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Load Bevy 0.20 assets with AssetServer and spawn scenes with bsn!, spawn_scene, and queue_spawn_scene. Use when content comes from disk, a handle must be ready, or a level root should be replaced. Keywords: AssetServer, Handle, is_loaded_with_dependencies, bsn, Scene, file_watcher, LevelRoot.
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查看安装方法安装前可以查看交给 AI 代理的指令内容。
Load this when content comes from disk or a scene description should spawn entities. AssetServer loads files. bsn! describes a Scene that spawn_scene or queue_spawn_scene turns into entities.
AssetServer is the resource that loads from disk. AssetServer::load returns a Handle and does not reload while a strong handle still exists. Loaded data lives in Assets<T>. AssetServer::is_loaded_with_dependencies is true when the asset and its dependencies are ready. LoadState is the status type named on that page.Assets::add inserts a procedural asset and does not deduplicate.file_watcher Cargo feature, and AssetPlugin's watch_for_changes_override field, are the toggles named on the asset index.bevy::scene describes a Scene (entity, components, children, assets), built with the bsn! macro. World::spawn_scene and Commands::spawn_scene spawn immediately and error if asset dependencies are not loaded. World::queue_spawn_scene and Commands::queue_spawn_scene wait, then spawn in the SpawnScene schedule between Update and PostUpdate.Children [ ... ] inside bsn!. Separate sibling entities with --. #Name assigns a Name inside that macro's scope.| Need | Do this |
|---|---|
| Load a file | AssetServer::load returns a Handle |
| Wait until ready | is_loaded_with_dependencies before a state change |
| Spawn a scene now | spawn_scene only after dependencies are loaded |
| Spawn when ready | queue_spawn_scene (SpawnScene sits between Update and PostUpdate) |
| Children in that scene | Children inside bsn! |
| Change one entity's mesh | Swap the Handle on the component that stores it |
.bsn files on disk are still ahead of the shipping scene API. Author scenes with bsn!. Free a previous level by despawning its root, then queue the next scene. Register a custom AssetLoader with App::register_asset_loader once that loader type exists.
[dependencies]
bevy = { version = "0.20", features = ["file_watcher"] }
#[derive(Resource)]
struct PropMesh(Handle<Mesh>);
fn begin_load(mut commands: Commands, assets: Res<AssetServer>) {
let handle: Handle<Mesh> = assets.load("models/crate.glb#Mesh0/Primitive0");
commands.insert_resource(PropMesh(handle));
}
fn mesh_is_ready(assets: Res<AssetServer>, mesh: Option<Res<PropMesh>>) -> bool {
match mesh {
Some(mesh) => assets.is_loaded_with_dependencies(&mesh.0),
None => false,
}
}
fn store_generated_material(
mut materials: ResMut<Assets<StandardMaterial>>,
mut commands: Commands,
) {
let handle = materials.add(StandardMaterial {
base_color: Color::srgb(0.8, 0.8, 0.82),
..default()
});
commands.insert_resource(GeneratedMaterial(handle));
}
#[derive(Resource)]
struct GeneratedMaterial(Handle<StandardMaterial>);
#[derive(Component, Default, Clone)]
struct CrateProp;
#[derive(Component, Default, Clone)]
struct Lid;
#[derive(Component, Default, Clone)]
struct LevelRoot;
fn spawn_crate(mut commands: Commands) {
commands.spawn_scene(bsn! {
#SupplyCrate
CrateProp
Children [
Lid
]
});
}
fn queue_level(mut commands: Commands) {
commands.queue_spawn_scene(bsn! {
:"levels/yard.bsn"
LevelRoot
});
}
fn replace_level(mut commands: Commands, roots: Query<Entity, With<LevelRoot>>) {
for entity in &roots {
commands.entity(entity).despawn();
}
commands.queue_spawn_scene(bsn! {
LevelRoot
});
}
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 actor |
| 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 packed-scene or resource-loader types from another engine. WHY: readiness is is_loaded_with_dependencies, and spawn is spawn_scene or queue_spawn_scene, not a node instance.
No scene format this file did not open. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No third-party scene crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
The library pin on bevy-master stays 0.20.0. Load references/ecs-ownership.md when a handle is a resource and a scene root is a component. Do not load it to write a custom loader body.
AssetServer, Handle, and Assets<T> are the load path. Scene, bsn!, spawn_scene, queue_spawn_scene, and SpawnScene are the spawn path.latest branch.AssetServer.还没有评价。欢迎分享你的使用感受。
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
中文简介正在准备中。当前显示原文说明。
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
中文简介正在准备中。当前显示原文说明。
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。