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Add extra_asset_source example (#11824)
# Objective - Make it easier to figure out how to add asset sources ## Solution - Add an example that adds an asset source, it functions almost identical to the embedded_asset example - Move the file from the embedded_asset example into a `files/` folder
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5 changed files with 67 additions and 4 deletions
11
Cargo.toml
11
Cargo.toml
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@ -1237,6 +1237,17 @@ description = "Embed an asset in the application binary and load it"
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category = "Assets"
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wasm = true
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[[example]]
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name = "extra_asset_source"
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path = "examples/asset/extra_source.rs"
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doc-scrape-examples = true
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[package.metadata.example.extra_asset_source]
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name = "Extra asset source"
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description = "Load an asset from a non-standard asset source"
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category = "Assets"
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wasm = true
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[[example]]
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name = "hot_asset_reloading"
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path = "examples/asset/hot_asset_reloading.rs"
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@ -197,6 +197,7 @@ Example | Description
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[Custom Asset](../examples/asset/custom_asset.rs) | Implements a custom asset loader
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[Custom Asset IO](../examples/asset/custom_asset_reader.rs) | Implements a custom AssetReader
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[Embedded Asset](../examples/asset/embedded_asset.rs) | Embed an asset in the application binary and load it
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[Extra asset source](../examples/asset/extra_source.rs) | Load an asset from a non-standard asset source
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[Hot Reloading of Assets](../examples/asset/hot_asset_reloading.rs) | Demonstrates automatic reloading of assets when modified on disk
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## Async Tasks
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@ -20,7 +20,7 @@ impl Plugin for EmbeddedAssetPlugin {
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let omit_prefix = "examples/asset";
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// Path to asset must be relative to this file, because that's how
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// include_bytes! works.
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embedded_asset!(app, omit_prefix, "bevy_pixel_light.png");
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embedded_asset!(app, omit_prefix, "files/bevy_pixel_light.png");
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}
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}
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@ -31,11 +31,11 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let crate_name = "embedded_asset";
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// The actual file path relative to workspace root is
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// "examples/asset/bevy_pixel_light.png".
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// "examples/asset/files/bevy_pixel_light.png".
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//
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// We omit the "examples/asset" from the embedded_asset! call and replace it
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// with the crate name.
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let path = Path::new(crate_name).join("bevy_pixel_light.png");
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let path = Path::new(crate_name).join("files/bevy_pixel_light.png");
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let source = AssetSourceId::from("embedded");
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let asset_path = AssetPath::from_path(&path).with_source(source);
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@ -43,7 +43,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// path.
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assert_eq!(
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asset_path,
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"embedded://embedded_asset/bevy_pixel_light.png".into()
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"embedded://embedded_asset/files/bevy_pixel_light.png".into()
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);
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commands.spawn(SpriteBundle {
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51
examples/asset/extra_source.rs
Normal file
51
examples/asset/extra_source.rs
Normal file
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@ -0,0 +1,51 @@
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//! An example of registering an extra asset source, and loading assets from it.
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//! This asset source exists in addition to the default asset source.
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use bevy::asset::{
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io::{AssetSourceBuilder, AssetSourceBuilders, AssetSourceId},
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AssetPath,
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};
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use bevy::prelude::*;
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use std::path::Path;
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fn main() {
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let mut app = App::new();
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// We add an extra asset source with the name "example_files" to the
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// AssetSourceBuilders.
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// This needs to be done before AssetPlugin finalizes building them
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let mut sources = app
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.world
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.get_resource_or_insert_with::<AssetSourceBuilders>(default);
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sources.insert(
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"example_files",
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AssetSourceBuilder::platform_default("examples/asset/files", None),
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);
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// DefaultPlugins contains AssetPlugin so it needs to be added to our App
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// after inserting our new asset source
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app.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2dBundle::default());
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// Now we can load the asset using our new asset source
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//
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// The actual file path relative to workspace root is
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// "examples/asset/files/bevy_pixel_light.png".
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let path = Path::new("bevy_pixel_light.png");
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let source = AssetSourceId::from("example_files");
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let asset_path = AssetPath::from_path(path).with_source(source);
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// You could also parse this URL-like string representation for the asset
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// path.
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assert_eq!(asset_path, "example_files://bevy_pixel_light.png".into());
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commands.spawn(SpriteBundle {
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texture: asset_server.load(asset_path),
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..default()
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});
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}
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Before Width: | Height: | Size: 182 B After Width: | Height: | Size: 182 B |
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