//! Implements a custom asset io loader. //! An [`AssetReader`] is what the asset server uses to read the raw bytes of assets. //! It does not know anything about the asset formats, only how to talk to the underlying storage. use bevy::{ asset::io::{ AssetReader, AssetReaderError, AssetSource, AssetSourceId, ErasedAssetReader, PathStream, Reader, }, prelude::*, }; use std::path::Path; /// A custom asset reader implementation that wraps a given asset reader implementation struct CustomAssetReader(Box); impl AssetReader for CustomAssetReader { async fn read<'a>(&'a self, path: &'a Path) -> Result { info!("Reading {:?}", path); self.0.read(path).await } async fn read_meta<'a>(&'a self, path: &'a Path) -> Result { self.0.read_meta(path).await } async fn read_directory<'a>( &'a self, path: &'a Path, ) -> Result, AssetReaderError> { self.0.read_directory(path).await } async fn is_directory<'a>(&'a self, path: &'a Path) -> Result { self.0.is_directory(path).await } } /// A plugins that registers our new asset reader struct CustomAssetReaderPlugin; impl Plugin for CustomAssetReaderPlugin { fn build(&self, app: &mut App) { app.register_asset_source( AssetSourceId::Default, AssetSource::build().with_reader(|| { Box::new(CustomAssetReader( // This is the default reader for the current platform AssetSource::get_default_reader("assets".to_string())(), )) }), ); } } fn main() { App::new() .add_plugins((CustomAssetReaderPlugin, DefaultPlugins)) .add_systems(Startup, setup) .run(); } fn setup(mut commands: Commands, asset_server: Res) { commands.spawn(Camera2d); commands.spawn(SpriteBundle { texture: asset_server.load("branding/icon.png"), ..default() }); }