bevy/examples/asset/extra_source.rs

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//! An example of registering an extra asset source, and loading assets from it.
//! This asset source exists in addition to the default asset source.
use bevy::asset::{
io::{AssetSourceBuilder, AssetSourceId},
AssetPath,
};
use bevy::prelude::*;
use std::path::Path;
fn main() {
App::new()
// Add an extra asset source with the name "example_files" to
// AssetSourceBuilders.
//
// This must be done before AssetPlugin finalizes building assets.
.register_asset_source(
"example_files",
AssetSourceBuilder::platform_default("examples/asset/files", None),
)
// DefaultPlugins contains AssetPlugin so it must be added to our App
// after inserting our new asset source.
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
// Now we can load the asset using our new asset source.
//
// The actual file path relative to workspace root is
// "examples/asset/files/bevy_pixel_light.png".
let path = Path::new("bevy_pixel_light.png");
let source = AssetSourceId::from("example_files");
let asset_path = AssetPath::from_path(path).with_source(source);
// You could also parse this URL-like string representation for the asset
// path.
assert_eq!(asset_path, "example_files://bevy_pixel_light.png".into());
commands.spawn(SpriteBundle {
texture: asset_server.load(asset_path),
..default()
});
}