use bevy_asset::{AsAssetId, AssetId, Handle};
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{component::Component, prelude::ReflectComponent};
use bevy_reflect::{prelude::ReflectDefault, Reflect};
use bevy_transform::components::Transform;
use derive_more::derive::From;
use bevy_camera::visibility::Visibility;
use crate::{DynamicScene, Scene};
#[derive(Component, Clone, Debug, Default, Deref, DerefMut, Reflect, PartialEq, Eq, From)]
#[reflect(Component, Default, Debug, PartialEq, Clone)]
#[require(Transform)]
#[require(Visibility)]
pub struct SceneRoot(pub Handle<Scene>);
impl AsAssetId for SceneRoot {
type Asset = Scene;
fn as_asset_id(&self) -> AssetId<Self::Asset> {
self.id()
}
}
#[derive(Component, Clone, Debug, Default, Deref, DerefMut, Reflect, PartialEq, Eq, From)]
#[reflect(Component, Default, Debug, PartialEq, Clone)]
#[require(Transform)]
#[require(Visibility)]
pub struct DynamicSceneRoot(pub Handle<DynamicScene>);
impl AsAssetId for DynamicSceneRoot {
type Asset = DynamicScene;
fn as_asset_id(&self) -> AssetId<Self::Asset> {
self.id()
}
}