Move World into dedicated Scene struct

This commit is contained in:
Florian RICHER 2025-06-11 22:24:28 +02:00
parent 8ce620a74b
commit c494574389
Signed by: florian.richer
GPG key ID: C73D37CBED7BFC77
6 changed files with 73 additions and 28 deletions

View file

@ -16,7 +16,7 @@ use crate::core::render::render_pass_manager::{RenderPassConfig, RenderPassManag
use crate::core::render::resources::meshes::{ObjMesh, SquareMesh};
use crate::core::render::resources::pipeline::PipelineLoader;
use crate::core::render::resources::texture::{TextureLoadInfo, TextureLoader, TextureSourceKind};
use crate::core::scene::Scene;
use crate::core::scene::AsScene;
use crate::game::assets::pipelines::simple::SimplePipeline;
use bevy_ecs::world::World;
use egui_winit_vulkano::egui;
@ -47,7 +47,7 @@ pub struct MainScene {
state: Option<MainSceneState>,
}
impl Scene for MainScene {
impl AsScene for MainScene {
fn loaded(&self) -> bool {
self.state.is_some()
}
@ -393,7 +393,7 @@ impl Scene for MainScene {
gui.draw_on_image(render_future, swapchain_image_view.clone())
});
Ok(render_future)
Ok(Box::new(render_future))
}
fn unload(&mut self) {