我们把这些ArrowMaterialResource和SpawnTimer等系统连接到一个插件中: Copy pubstructArrowsPlugin;implPluginforArrowsPlugin{fnbuild(&self, app: &mutAppBuilder) { app// 初始化资源.init_resource::<ArrowMaterialResource>() .add_resource(SpawnTimer(Timer::from_seconds(1.0,true)))// 增加 system.add_syst...
所以放了一个2d"摄像机"letmut camera=OrthographicCameraBundle::new_2d();camera.transform=Transform::from_translation(Vec3::new(0.0,0.0,5.0));commands.spawn_bundle(camera);}fnmain(){App::build().insert_resource(WindowDescriptor{//窗口标题title:"snake".to_string(...
tile resource 我们的这个瓦片分两部分,一个是它的坐标,另一个则是这个瓦片的状态:是炸弹,炸弹的邻居以及为空(也就是非炸弹并且没有和炸弹相邻,即没有被点开或者周围没炸弹的意思)。 你可能会想既然我们定义了一个coordinate的component来表示这个瓦片的一部分,那么这个状态我们也可以用组件来表示吧? 可以,但是这...
{"Automatic Updates":{"Enabled":true},"Spawn Handlers":{"Enable loot container spawn handlers":true,"Enable resource spawn handlers":true,"Enable NPC spawn handlers":true,"Enable APC spawn handlers":true}} Hooks (void)RustEdit_NpcSpawned(BasePlayer)// Called when a NPC is spawned via a ...
// lib.rsfncreate_board(// ..){// ..letboard_entity=commands// .spawn()// .insert(Name::new("Board"))// ...id();// ..commands.insert_resource(Board{// ..entity:board_entity,})}fnbuild(&self,app:&mutApp){//...add_system_set(SystemSet::on_exit(self.running_state.clone...
) {// 在场景中生成一个 2D 相机commands.spawn(Camera2dBundle::default());// 创建一个圆形的网格,并获取其句柄letmesh=Mesh2dHandle(meshes.add(Circle {radius:50.}));// 在场景中生成一个小球实体,使用 MaterialMesh2dBundle 包装网格和材质commands.spawn(( ...
}", e); break; } } } }); } fn start_command_thread(mutex: Mutex<Sender<String>>) { thread::spawn(move || { let sender = mutex.lock().unwrap(); sleep(Duration::from_secs(3)); sender .send(String::from("Command from the thread\n")) .unwrap(...
pub struct SpawnSphere { pub transform: Transform, pub material: Handle<NormalVisualizerMaterial>, } impl Command for SpawnSphere { fn write(self, world: &mut World) { let (cube, sphere) = { let mut meshes = world .get_resource_mut::<Assets<Mesh>>() .unwrap(); ( meshes.add(Mesh:...
implPluginforEnemyPlugin{ fnbuild(&self, app: &mutApp) { // 间隔执行 app.insert_resource(FormationMaker::default()) .add_system( enemy_spawn_system .run_if(on_timer(Duration::from_secs_f32(0.5))) .in_set(OnUpdate(GameState::InGame)), ...
你有很多选择。我认为首选的选项是简单地set这两个插件,并将它们添加到一个插件组中: