53 lines
2.3 KiB
Rust
53 lines
2.3 KiB
Rust
// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//! A set of useful scripts that can be used to in your game.
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use crate::camera::FlyingCameraController;
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use fyrox::script::constructor::ScriptConstructorContainer;
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pub mod camera;
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/// Registers every script from the crate in the given constructor container. Use it, if you want to register all
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/// available scripts at once. Typical usage could be like this:
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///
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/// ```rust,no_run
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/// # use fyrox::{
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/// # core::pool::Handle, core::visitor::prelude::*, core::reflect::prelude::*,
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/// # plugin::{Plugin, PluginContext, PluginRegistrationContext, error::GameResult},
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/// # scene::Scene,
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/// # };
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/// #
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/// # #[derive(Visit, Reflect, PartialEq, Debug)]
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/// # #[reflect(non_cloneable, type_uuid = "38a3d4cf-65e1-4e86-a730-365804c51cff")]
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/// # struct Game;
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/// #
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/// # impl Plugin for Game {
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/// // This is PluginConstructor::register method of your GameConstructor.
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/// fn register(&self, context: PluginRegistrationContext) -> GameResult {
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/// fyrox_scripts::register(&context.serialization_context.script_constructors);
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/// Ok(())
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/// }
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/// # }
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/// ```
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pub fn register(container: &ScriptConstructorContainer) {
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container.add::<FlyingCameraController>("Fyrox Flying Camera Controller");
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}
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