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https://github.com/bevyengine/bevy
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# 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
53 lines
1.7 KiB
Rust
53 lines
1.7 KiB
Rust
//! Example of loading an embedded asset.
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use bevy::asset::{embedded_asset, io::AssetSourceId, AssetPath};
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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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App::new()
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.add_plugins((DefaultPlugins, EmbeddedAssetPlugin))
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.add_systems(Startup, setup)
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.run();
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}
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struct EmbeddedAssetPlugin;
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impl Plugin for EmbeddedAssetPlugin {
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fn build(&self, app: &mut App) {
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// We get to choose some prefix relative to the workspace root which
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// will be ignored in "embedded://" asset paths.
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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, "files/bevy_pixel_light.png");
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}
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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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// Each example is its own crate (with name from [[example]] in Cargo.toml).
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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/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("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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// You could also parse this URL-like string representation for the asset
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// path.
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assert_eq!(
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asset_path,
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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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texture: asset_server.load(asset_path),
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..default()
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});
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}
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