-
Notifications
You must be signed in to change notification settings - Fork 88
Open
Description
I think that the editor being able to manipulate the components of entities- and display all available ones- is a vital feature which is missing currently. I'd be happy to make a PR for this, I just wanted to make an issue first in case you were working on this already. The UI for it should be easy, the biggest problem I encountered was being able to iterate all the component types available. I've found out that any type that has #[reflect(Component)]
on it and has been registered (both necessary for being serialized as a scene) can be accessed like this:
let reg = app.world.get_resource::<bevy::reflect::TypeRegistry>().unwrap();
for ty in reg.read().iter() {
if let Some(_) = ty.data::<ReflectComponent>() {
println!("{}", ty.name());
}
}
I'd be working on new-main rather than main, since I assume main is not going to be further developed until new-main is merged into it.
Should I go ahead and make a PR for this?
Metadata
Metadata
Assignees
Labels
No labels