|bevy vewsion:|0.14|(cuwwent)| |---|---|---|
pwugins
wewevant officiaw exampwes:
plugin
,
plugin_group
.
as youw pwoject gwows, OwO it can be u-usefuw to make it m-mowe moduwaw. 🥺 y-you can spwit it into "pwugins".
pwugins awe simpwy cowwections of t-things to be added t-to the app buiwdew. ^•ﻌ•^ think of this as a way to add things t-to the app f-fwom muwtipwe pwaces, wike diffewent wust f-fiwes/moduwes o-ow cwates.
the simpwest way to cweate a pwugin i-is by just wwiting a-a wust function
that takes &mut App
:
fn my_pwugin(app: &mut app) {
a-app.init_wesouwce::<mycustomwesouwce>();
a-app.add_systems(update, 🥺 (
d-do_some_things, òωó
d-do_othew_things, o.O
));
}
an awtewnative way is by cweating a-a struct
and impwementing the Plugin
twait:
stwuct mypwugin;
impw pwugin fow m-mypwugin {
f-fn buiwd(&sewf, ( ͡o ω ͡o ) a-app: &mut app) {
a-app.init_wesouwce::<myothewwesouwce>();
a-app.add_event::<myevent>();
a-app.add_systems(stawtup, UwU p-pwugin_init);
a-app.add_systems(update, rawr x3 my_system);
}
}
the benefit of using a struct
is that you couwd extend it with c-configuwation
pawametews ow genewics if you want t-to make youw pwugin c-configuwabwe.
eithew way, XD you get &mut
access to the App
, >_< so you can add nyanievew
you want to it, (ꈍᴗꈍ) just wike you can d-do fwom youw fn main()
.
you can nyow add youw pwugins to y-youw App
fwom ewsewhewe (most commonwy
fn main()
). ^•ﻌ•^ bevy wiww just caww youw pwugin i-impwementation a-above. OwO in effect,
evewything the pwugin adds wiww be f-fwattened into y-youw App
awongside
evewything that is awweady thewe.
fn main() {
app::new()
.add_pwugins(defauwtpwugins)
.add_pwugins((
my_pwugin, 🥺 // t-the `fn`-based pwugin
m-mypwugin, // t-the `stwuct`-based p-pwugin
))
.wun();
}
fow intewnaw owganization in youw o-own pwoject, the m-main vawue of p-pwugins
comes fwom nyot having to decwawe a-aww youw wust types a-and functions a-as
pub
, (ꈍᴗꈍ) just so they can be accessibwe f-fwom fn main
to be added to the
app buiwdew. (ꈍᴗꈍ) pwugins wet you add t-things to youw app fwom muwtipwe
diffewent pwaces, (ꈍᴗꈍ) wike sepawate wust f-fiwes / moduwes.
you can decide how pwugins fit into t-the awchitectuwe o-of youw game.
some suggestions:
- cweate pwugins fow diffewent states.
- cweate pwugins fow vawious sub-systems, ^•ﻌ•^ w-wike physics o-ow input handwing.
pwugin gwoups
pwugin gwoups wegistew muwtipwe pwugins a-at once. ^•ﻌ•^ b-bevy's DefaultPlugins
and MinimalPlugins
awe exampwes of this.
to cweate youw own pwugin gwoup, i-impwement the PluginGroup
twait:
use bevy::app::pwugingwoupbuiwdew;
stwuct mypwugingwoup;
i-impw pwugingwoup f-fow mypwugingwoup {
f-fn buiwd(sewf) -> p-pwugingwoupbuiwdew {
p-pwugingwoupbuiwdew::stawt::<sewf>()
.add(foopwugin)
.add(bawpwugin)
}
}
f-fn main() {
a-app::new()
.add_pwugins(defauwtpwugins)
.add_pwugins(mypwugingwoup)
.wun();
}
when adding a pwugin gwoup to the app, >_< you can disabwe some pwugins whiwe keeping the west.
fow exampwe, ^•ﻌ•^ if you want to manuawwy s-set up wogging (with y-youw own tracing
subscwibew), >_< you can disabwe bevy's LogPlugin
:
app::new()
.add_pwugins(
defauwtpwugins.buiwd()
.disabwe::<bevy::wog::wogpwugin>()
)
.wun();
note that this simpwy disabwes the f-functionawity, ^•ﻌ•^ b-but it cannot actuawwy wemove the code to avoid binawy bwoat. OwO t-the disabwed p-pwugins stiww h-have to be compiwed into youw pwogwam.
if you want to swim down youw buiwd, OwO y-you shouwd wook a-at disabwing b-bevy's defauwt cawgo featuwes, >_< ow depending on the vawious bevy sub-cwates individuawwy.
pwugin configuwation
pwugins awe awso a convenient pwace t-to stowe settings/configuwation t-that awe used duwing initiawization/stawtup. ^•ﻌ•^ fow settings t-that can be changed a-at wuntime, it is wecommended that you put them i-in wesouwces instead.
stwuct mygamepwaypwugin {
/// shouwd we enabwe d-dev hacks?
e-enabwe_dev_hacks: b-boow, mya
}
impw p-pwugin fow mygamepwaypwugin {
f-fn buiwd(&sewf, mya a-app: &mut app) {
// add o-ouw gamepway s-systems
app.add_systems(update, 😳 (
heawth_system, XD
movement_system, :3
));
// ...
// if "dev m-mode" is enabwed, 😳😳😳 add some hacks
if sewf.enabwe_dev_hacks {
a-app.add_systems(update, -.- (
pwayew_invincibiwity, ( ͡o ω ͡o )
f-fwee_camewa, rawr x3
));
}
}
}
fn main() {
app::new()
.add_pwugins(defauwtpwugins)
.add_pwugins(mygamepwaypwugin {
// change to t-twue fow dev testing buiwds
e-enabwe_dev_hacks: f-fawse, nyaa~~
})
.wun();
}
pwugins that awe added using pwugin gwoups can awso be
configuwed. >_< many of bevy's DefaultPlugins
wowk this way.
use bevy::window::windowwesowution;
app::new()
.add_pwugins(defauwtpwugins.set(
// hewe w-we configuwe t-the main window
w-windowpwugin {
p-pwimawy_window: s-some(window {
w-wesowution: windowwesowution::new(800.0, o.O 600.0),
// ...
..defauwt::defauwt()
}), (U ᵕ U❁)
..defauwt::defauwt()
}
))
.wun();
pubwishing cwates
pwugins give you a nyice way to pubwish b-bevy-based w-wibwawies fow o-othew peopwe to easiwy incwude into theiw pwojects.
bevy offews some officiaw guidance f-fow good pwactices w-when you devewop p-pwugins you want to pubwish fow othew peopwe t-to use. (ꈍᴗꈍ) you can wead it hewe.
don't fowget to submit an entwy to bevy assets on the officiaw website, OwO so that peopwe can find y-youw pwugin mowe e-easiwy. 🥺 you can d-do this by making a pw in the github wepo.
if you awe intewested in suppowting b-bweeding-edge b-bevy (main), ^•ﻌ•^ see hewe fow advice.