Struct bevy::prelude::ChildBuilder

pub struct ChildBuilder<'a> { /* private fields */ }
Expand description

Struct for building children entities and adding them to a parent entity.

§Example

This example creates three entities, a parent and two children.

commands.spawn(MyBundle {}).with_children(|child_builder| {
    child_builder.spawn(MyChildBundle {});
    child_builder.spawn(MyChildBundle {});
});

Implementations§

§

impl ChildBuilder<'_>

pub fn spawn(&mut self, bundle: impl Bundle) -> EntityCommands<'_>

Spawns an entity with the given bundle and inserts it into the parent entity’s Children. Also adds Parent component to the created entity.

Examples found in repository?
examples/app/log_layers_ecs.rs (lines 145-148)
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
fn print_logs(
    mut events: EventReader<LogEvent>,
    mut commands: Commands,
    log_viewer_root: Query<Entity, With<LogViewerRoot>>,
) {
    let root_entity = log_viewer_root.single();

    commands.entity(root_entity).with_children(|child| {
        for event in events.read() {
            child.spawn(TextBundle::from_section(
                &event.message,
                TextStyle::default(),
            ));
        }
    });
}
More examples
Hide additional examples
examples/window/window_resizing.rs (lines 46-55)
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
fn setup_ui(mut cmd: Commands) {
    // Node that fills entire background
    cmd.spawn(NodeBundle {
        style: Style {
            width: Val::Percent(100.),
            ..default()
        },
        ..default()
    })
    .with_children(|root| {
        // Text where we display current resolution
        root.spawn((
            TextBundle::from_section(
                "Resolution",
                TextStyle {
                    font_size: 50.0,
                    ..default()
                },
            ),
            ResolutionText,
        ));
    });
}
examples/dev_tools/fps_overlay.rs (lines 47-56)
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
fn setup(mut commands: Commands) {
    // We need to spawn a camera (2d or 3d) to see the overlay
    commands.spawn(Camera2dBundle::default());

    // Instruction text
    commands
        .spawn(NodeBundle {
            style: Style {
                width: Val::Percent(100.0),
                height: Val::Percent(100.0),
                align_items: AlignItems::Center,
                justify_content: JustifyContent::Center,
                ..default()
            },
            ..default()
        })
        .with_children(|c| {
            c.spawn(TextBundle::from_section(
                concat!(
                    "Press 1 to change color of the overlay.\n",
                    "Press 2 to change size of the overlay."
                ),
                TextStyle {
                    font_size: 25.0,
                    ..default()
                },
            ));
        });
}
examples/games/loading_screen.rs (lines 95-98)
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
fn setup(mut commands: Commands) {
    let level_data = LevelData {
        unload_level_id: commands.register_one_shot_system(unload_current_level),
        level_1_id: commands.register_one_shot_system(load_level_1),
        level_2_id: commands.register_one_shot_system(load_level_2),
    };
    commands.insert_resource(level_data);

    // Spawns the UI that will show the user prompts.
    let text_style = TextStyle {
        font_size: 50.0,
        ..default()
    };
    commands
        .spawn(NodeBundle {
            background_color: BackgroundColor(Color::NONE),
            style: Style {
                justify_self: JustifySelf::Center,
                align_self: AlignSelf::FlexEnd,
                ..default()
            },
            ..default()
        })
        .with_children(|parent| {
            parent.spawn(TextBundle::from_section(
                "Press 1 or 2 to load a new scene.",
                text_style,
            ));
        });
}

// Selects the level you want to load.
fn level_selection(
    mut commands: Commands,
    keyboard: Res<ButtonInput<KeyCode>>,
    level_data: Res<LevelData>,
    loading_state: Res<LoadingState>,
) {
    // Only trigger a load if the current level is fully loaded.
    if let LoadingState::LevelReady = loading_state.as_ref() {
        if keyboard.just_pressed(KeyCode::Digit1) {
            commands.run_system(level_data.unload_level_id);
            commands.run_system(level_data.level_1_id);
        } else if keyboard.just_pressed(KeyCode::Digit2) {
            commands.run_system(level_data.unload_level_id);
            commands.run_system(level_data.level_2_id);
        }
    }
}

// Marker component for easier deletion of entities.
#[derive(Component)]
struct LevelComponents;

// Removes all currently loaded level assets from the game World.
fn unload_current_level(
    mut commands: Commands,
    mut loading_state: ResMut<LoadingState>,
    entities: Query<Entity, With<LevelComponents>>,
) {
    *loading_state = LoadingState::LevelLoading;
    for entity in entities.iter() {
        commands.entity(entity).despawn_recursive();
    }
}

fn load_level_1(
    mut commands: Commands,
    mut loading_data: ResMut<LoadingData>,
    asset_server: Res<AssetServer>,
) {
    // Spawn the camera.
    commands.spawn((
        Camera3dBundle {
            transform: Transform::from_xyz(155.0, 155.0, 155.0)
                .looking_at(Vec3::new(0.0, 40.0, 0.0), Vec3::Y),
            ..default()
        },
        LevelComponents,
    ));

    // Save the asset into the `loading_assets` vector.
    let fox = asset_server.load("models/animated/Fox.glb#Scene0");
    loading_data.loading_assets.push(fox.clone().into());
    // Spawn the fox.
    commands.spawn((
        SceneBundle {
            scene: fox.clone(),
            transform: Transform::from_xyz(0.0, 0.0, 0.0),
            ..default()
        },
        LevelComponents,
    ));

    // Spawn the light.
    commands.spawn((
        DirectionalLightBundle {
            transform: Transform::from_xyz(3.0, 3.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
            directional_light: DirectionalLight {
                shadows_enabled: true,
                ..default()
            },
            ..default()
        },
        LevelComponents,
    ));
}

fn load_level_2(
    mut commands: Commands,
    mut loading_data: ResMut<LoadingData>,
    asset_server: Res<AssetServer>,
) {
    // Spawn the camera.
    commands.spawn((
        Camera3dBundle {
            transform: Transform::from_xyz(1.0, 1.0, 1.0)
                .looking_at(Vec3::new(0.0, 0.2, 0.0), Vec3::Y),
            ..default()
        },
        LevelComponents,
    ));

    // Spawn the helmet.
    let helmet_scene = asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0");
    loading_data
        .loading_assets
        .push(helmet_scene.clone().into());
    commands.spawn((
        SceneBundle {
            scene: helmet_scene.clone(),
            ..default()
        },
        LevelComponents,
    ));

    // Spawn the light.
    commands.spawn((
        DirectionalLightBundle {
            transform: Transform::from_xyz(3.0, 3.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
            directional_light: DirectionalLight {
                shadows_enabled: true,
                ..default()
            },
            ..default()
        },
        LevelComponents,
    ));
}

// Monitors current loading status of assets.
fn update_loading_data(
    mut loading_data: ResMut<LoadingData>,
    mut loading_state: ResMut<LoadingState>,
    asset_server: Res<AssetServer>,
    pipelines_ready: Res<PipelinesReady>,
) {
    if !loading_data.loading_assets.is_empty() || !pipelines_ready.0 {
        // If we are still loading assets / pipelines are not fully compiled,
        // we reset the confirmation frame count.
        loading_data.confirmation_frames_count = 0;

        // Go through each asset and verify their load states.
        // Any assets that are loaded are then added to the pop list for later removal.
        let mut pop_list: Vec<usize> = Vec::new();
        for (index, asset) in loading_data.loading_assets.iter().enumerate() {
            if let Some(state) = asset_server.get_load_states(asset) {
                if let bevy::asset::RecursiveDependencyLoadState::Loaded = state.2 {
                    pop_list.push(index);
                }
            }
        }

        // Remove all loaded assets from the loading_assets list.
        for i in pop_list.iter() {
            loading_data.loading_assets.remove(*i);
        }

        // If there are no more assets being monitored, and pipelines
        // are compiled, then start counting confirmation frames.
        // Once enough confirmations have passed, everything will be
        // considered to be fully loaded.
    } else {
        loading_data.confirmation_frames_count += 1;
        if loading_data.confirmation_frames_count == loading_data.confirmation_frames_target {
            *loading_state = LoadingState::LevelReady;
        }
    }
}

// Marker tag for loading screen components.
#[derive(Component)]
struct LoadingScreen;

// Spawns the necessary components for the loading screen.
fn load_loading_screen(mut commands: Commands) {
    let text_style = TextStyle {
        font_size: 80.0,
        ..default()
    };

    // Spawn the UI and Loading screen camera.
    commands.spawn((
        Camera2dBundle {
            camera: Camera {
                order: 1,
                ..default()
            },
            ..default()
        },
        LoadingScreen,
    ));

    // Spawn the UI that will make up the loading screen.
    commands
        .spawn((
            NodeBundle {
                background_color: BackgroundColor(Color::BLACK),
                style: Style {
                    height: Val::Percent(100.0),
                    width: Val::Percent(100.0),
                    justify_content: JustifyContent::Center,
                    align_items: AlignItems::Center,
                    ..default()
                },
                ..default()
            },
            LoadingScreen,
        ))
        .with_children(|parent| {
            parent.spawn(TextBundle::from_sections([TextSection::new(
                "Loading...",
                text_style.clone(),
            )]));
        });
}
examples/ui/ui_material.rs (lines 40-51)
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
fn setup(mut commands: Commands, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
    // Camera so we can see UI
    commands.spawn(Camera2dBundle::default());

    commands
        .spawn(NodeBundle {
            style: Style {
                width: Val::Percent(100.0),
                height: Val::Percent(100.0),
                align_items: AlignItems::Center,
                justify_content: JustifyContent::Center,
                ..default()
            },
            ..default()
        })
        .with_children(|parent| {
            parent.spawn(MaterialNodeBundle {
                style: Style {
                    position_type: PositionType::Absolute,
                    width: Val::Px(250.0),
                    height: Val::Px(250.0),
                    ..default()
                },
                material: ui_materials.add(CustomUiMaterial {
                    color: LinearRgba::WHITE.to_f32_array().into(),
                }),
                ..default()
            });
        });
}
examples/ui/font_atlas_debug.rs (lines 99-106)
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut state: ResMut<State>) {
    let font_handle = asset_server.load("fonts/FiraSans-Bold.ttf");
    state.handle = font_handle.clone();
    commands.spawn(Camera2dBundle::default());
    commands
        .spawn(NodeBundle {
            background_color: Color::NONE.into(),
            style: Style {
                position_type: PositionType::Absolute,
                bottom: Val::ZERO,
                ..default()
            },
            ..default()
        })
        .with_children(|parent| {
            parent.spawn(TextBundle::from_section(
                "a",
                TextStyle {
                    font: font_handle,
                    font_size: 60.0,
                    color: YELLOW.into(),
                },
            ));
        });
    // We're seeding the PRNG here to make this example deterministic for testing purposes.
    // This isn't strictly required in practical use unless you need your app to be deterministic.
    commands.insert_resource(SeededRng(ChaCha8Rng::seed_from_u64(19878367467713)));
}

pub fn spawn_empty(&mut self) -> EntityCommands<'_>

Spawns an Entity with no components and inserts it into the parent entity’s Children. Also adds Parent component to the created entity.

pub fn parent_entity(&self) -> Entity

Returns the parent entity of this ChildBuilder.

pub fn add_command<C>(&mut self, command: C) -> &mut ChildBuilder<'_>
where C: Command,

Adds a command to be executed, like Commands::add.

Auto Trait Implementations§

§

impl<'a> Freeze for ChildBuilder<'a>

§

impl<'a> RefUnwindSafe for ChildBuilder<'a>

§

impl<'a> Send for ChildBuilder<'a>

§

impl<'a> Sync for ChildBuilder<'a>

§

impl<'a> Unpin for ChildBuilder<'a>

§

impl<'a> !UnwindSafe for ChildBuilder<'a>

Blanket Implementations§

source§

impl<T> Any for T
where T: 'static + ?Sized,

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
§

impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

§

fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
source§

impl<T> Borrow<T> for T
where T: ?Sized,

source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
§

impl<T> Downcast<T> for T

§

fn downcast(&self) -> &T

§

impl<T> Downcast for T
where T: Any,

§

fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
§

fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
§

fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
§

fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
§

impl<T> DowncastSync for T
where T: Any + Send + Sync,

§

fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Sync + Send>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
source§

impl<T> From<T> for T

source§

fn from(t: T) -> T

Returns the argument unchanged.

§

impl<S> FromSample<S> for S

§

fn from_sample_(s: S) -> S

§

impl<T> Instrument for T

§

fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
§

fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
source§

impl<T, U> Into<U> for T
where U: From<T>,

source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

source§

impl<T> IntoEither for T

source§

fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
source§

fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
§

impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

§

fn into_sample(self) -> T

§

impl<T> Pointable for T

§

const ALIGN: usize = _

The alignment of pointer.
§

type Init = T

The type for initializers.
§

unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
§

unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
§

unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
§

unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
source§

impl<T> Same for T

§

type Output = T

Should always be Self
§

impl<T, U> ToSample<U> for T
where U: FromSample<T>,

§

fn to_sample_(self) -> U

source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

§

type Error = Infallible

The type returned in the event of a conversion error.
source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
§

impl<T> Upcast<T> for T

§

fn upcast(&self) -> Option<&T>

§

impl<V, T> VZip<V> for T
where V: MultiLane<T>,

§

fn vzip(self) -> V

§

impl<T> WithSubscriber for T

§

fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
§

fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
§

impl<T> ConditionalSend for T
where T: Send,

§

impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

§

impl<T> Settings for T
where T: 'static + Send + Sync,

§

impl<T> WasmNotSend for T
where T: Send,

§

impl<T> WasmNotSendSync for T
where T: WasmNotSend + WasmNotSync,

§

impl<T> WasmNotSync for T
where T: Sync,