faster asteroid loading... maybe
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parent
8ef538bac3
commit
f19f343f54
18
src/world.rs
18
src/world.rs
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@ -70,6 +70,8 @@ impl Plugin for WorldPlugin {
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#[derive(Resource)] struct AsteroidUpdateTimer(Timer);
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#[derive(Resource)] struct AsteroidDatabase(Vec<AsteroidData>);
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#[derive(Resource)] struct ActiveAsteroids(HashMap<I64Vec3, AsteroidData>);
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#[derive(Resource)] struct AsteroidModel1(Handle<Scene>);
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#[derive(Resource)] struct AsteroidModel2(Handle<Scene>);
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#[derive(Component)] struct Asteroid;
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#[derive(Component)] pub struct DespawnOnPlayerDeath;
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@ -112,7 +114,12 @@ pub fn setup(
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut materials_custom: ResMut<Assets<RingMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// Load assets
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commands.insert_resource(AsteroidModel1(asset_server.load(ASSET_ASTEROID1)));
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commands.insert_resource(AsteroidModel2(asset_server.load(ASSET_ASTEROID2)));
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// Generate starmap
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let sphere_handle = meshes.add(Sphere::new(1.0));
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let mut starcount = 0;
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@ -186,7 +193,8 @@ fn spawn_despawn_asteroids(
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q_player: Query<&Position, With<actor::PlayerCamera>>,
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mut ew_despawn: EventWriter<DespawnEvent>,
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mut db: ResMut<ActiveAsteroids>,
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asset_server: Res<AssetServer>,
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asteroid1_handle: Res<AsteroidModel1>,
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asteroid2_handle: Res<AsteroidModel2>,
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mut q_asteroid: Query<(Entity, &SceneInstance), With<Asteroid>>,
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mut last_player_cell: Local<I64Vec3>,
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) {
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@ -316,12 +324,12 @@ fn spawn_despawn_asteroids(
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Position::new(pos),
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Asteroid,
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));
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let asset = match class {
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0 => ASSET_ASTEROID1,
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_ => ASSET_ASTEROID2,
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let model = match class {
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0 => asteroid1_handle.0.clone(),
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_ => asteroid2_handle.0.clone(),
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};
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entity_commands.insert(SceneBundle {
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scene: asset_server.load(asset),
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scene: model,
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transform: Transform {
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scale: Vec3::splat(size),
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..default()
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