Closed naomijub closed 1 year ago
What components need to be Reflect
though? Yoleck defines quite a few:
The ones used for the core Yoleck functionality:
YoleckEditMarker
YoleckManaged
YoleckBelongsToLevel
YoleckRawEntry
YoleckSystemMarker
YoleckKnobMarker
Most of them are marker components, so I'm not sure how useful it is to have reflection on them. YoleckRawEntry
and YoleckManaged
are the exception, but they mostly contain semi-structured data and I'm not sure how well reflection would work for them.
Then there are the Vpeol components (the ones used for visually editing entities in 2D/3D worlds). Many of them are only useful in the editor itself, so I don't see a reason to add reflection to them:
VpeolDragPlane
VpeolCameraState
VpeolWillContainClickableChildren
YoleckRouteClickTo
(despite the name, it belongs to Vpeol, not Yoleck. Probably should have named it VpeolRouteClickTo
. Not sure why I missed that)SelectionCueAnimation
, but this one is private and I really see no point in exposing it...)Vpeol2dCameraControl
Vpeol3dCameraControl
Vpeol3dThirdAxisWithKnob
Then there are the ones that contain data that actually affect the entities in the game:
Vpeol2dPosition
Vpeol2dRotatation
Vpeol2dScale
Vpeol3dPosition
Vpeol3dRotatation
Vpeol3dScale
But since Yoleck already provides a way to edit them (that's the whole point) - why do we need reflection?
To what I'm working with, must haves would be:
However, nice to haves would be:
But since Yoleck already provides a way to edit them (that's the whole point) - why do we need reflection?
We need a way to edit them outside the Yoleck Editor, we are only partially using Yoleck. Dou you need me to create a PR for this?
Please add Bevy::reflect support for exposed field that can be managed from client side. Maybe feature flag it