Files
phos-neo/game/buildings/src/assets/building_asset.rs
Amatsugu b567dd00fd
Some checks failed
Rust / build (push) Failing after 4s
cleanup
2026-03-13 18:02:11 -04:00

142 lines
3.6 KiB
Rust

use asset_loader::create_asset_loader;
use bevy::{
gltf::{GltfMesh, GltfNode},
prelude::*,
};
use serde::{Deserialize, Serialize};
use shared::identifiers::ResourceIdentifier;
use crate::{
buildings::{
conduit_building::ResourceConduitInfo, factory_building::FactoryBuildingInfo,
resource_gathering::ResourceGatheringBuildingInfo,
},
footprint::BuildingFootprint,
};
#[derive(Asset, TypePath, Debug, Serialize, Deserialize)]
pub struct BuildingAsset
{
pub name: String,
pub description: String,
pub footprint: BuildingFootprint,
pub prefab_path: String,
#[serde(skip)]
pub prefab: Handle<Gltf>,
pub base_mesh_path: String,
pub cost: Vec<ResourceIdentifier>,
pub consumption: Vec<ResourceIdentifier>,
pub production: Vec<ResourceIdentifier>,
pub health: u32,
pub building_type: BuildingType,
// pub components: Option<Vec<ComponentDefination>>,
}
impl BuildingAsset
{
#[allow(unused)]
pub fn spawn(
&self,
pos: Vec3,
rot: Quat,
gltf: &Gltf,
commands: &mut Commands,
meshes: &Assets<GltfMesh>,
nodes: &Assets<GltfNode>,
) -> Option<Entity>
{
todo!("Update building spawning");
// let base_node = &gltf.named_nodes[&self.base_mesh_path.clone().into_boxed_str()];
// if let Some(node) = nodes.get(base_node.id()) {
// if let Some(mesh_handle) = &node.mesh {
// if let Some(gltf_mesh) = meshes.get(mesh_handle.id()) {
// let (mesh, mat) = gltf_mesh.unpack();
// let mut entity = commands.spawn((
// Mesh3d(mesh),
// MeshMaterial3d(mat),
// Transform::from_translation(pos).with_rotation(rot),
// Building,
// ));
// entity.with_children(|b| {
// for child in &node.children {
// let child_node = nodes.get(child.id());
// if child_node.is_none() {
// continue;
// }
// self.process_node(child_node.unwrap(), meshes, nodes, b, &node.name);
// }
// });
// if let Some(component) = self.get_component_def(&format!("/{0}", &node.name)) {
// component.apply(&mut entity);
// }
// return Some(entity.id());
// }
// }
// }
// return None;
}
// fn process_node(
// &self,
// node: &GltfNode,
// meshes: &Assets<GltfMesh>,
// nodes: &Assets<GltfNode>,
// commands: &mut ChildBuilder,
// parent: &String,
// ) -> Option<Entity> {
// let path = format!("{0}/{1}", parent, node.name);
// if let Some(mesh) = &node.mesh {
// if let Some(gltf_mesh) = meshes.get(mesh.id()) {
// let (mesh, mat) = gltf_mesh.unpack();
// let mut entity = commands.spawn((Mesh3d(mesh), MeshMaterial3d(mat), node.transform, Building));
// entity.with_children(|b| {
// for child in &node.children {
// let child_node = nodes.get(child.id());
// if child_node.is_none() {
// continue;
// }
// self.process_node(child_node.unwrap(), meshes, nodes, b, &path);
// }
// });
// if let Some(component) = self.get_component_def(&path) {
// component.apply(&mut entity);
// }
// return Some(entity.id());
// }
// }
// return None;
// }
// fn get_component_def(&self, path: &String) -> Option<&ComponentDefination> {
// if let Some(components) = &self.components {
// for c in components {
// if c.path.ends_with(path) {
// return Some(c);
// }
// }
// }
// return None;
// }
}
#[derive(Serialize, Deserialize, Debug, TypePath)]
pub enum BuildingType
{
Basic,
Gathering(ResourceGatheringBuildingInfo),
FactoryBuildingInfo(FactoryBuildingInfo),
ResourceConduit(ResourceConduitInfo),
}
create_asset_loader!(
BuildingAssetPlugin,
BuildingAssetLoader,
BuildingAsset,
&["building", "building.ron"],
prefab_path -> prefab
;?
);