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https://github.com/bevyengine/bevy
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1ba7429371
# Objective Provide a starting point for #3951, or a partial solution. Providing a few comment blocks to discuss, and hopefully find better one in the process. ## Solution Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. ## Changelog - Moved some existing comments from main() functions in the 2d examples to the file header level - Wrote some more comment blocks for most other 2d examples TODO: - [x] 2d/sprite_sheet, wasnt able to come up with something good yet - [x] all other example groups... Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
67 lines
1.6 KiB
Rust
67 lines
1.6 KiB
Rust
//! Implements loader for a custom asset type.
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use bevy::{
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asset::{AssetLoader, LoadContext, LoadedAsset},
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prelude::*,
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reflect::TypeUuid,
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utils::BoxedFuture,
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};
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use serde::Deserialize;
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#[derive(Debug, Deserialize, TypeUuid)]
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#[uuid = "39cadc56-aa9c-4543-8640-a018b74b5052"]
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pub struct CustomAsset {
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pub value: i32,
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}
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#[derive(Default)]
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pub struct CustomAssetLoader;
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impl AssetLoader for CustomAssetLoader {
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fn load<'a>(
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&'a self,
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bytes: &'a [u8],
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load_context: &'a mut LoadContext,
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) -> BoxedFuture<'a, Result<(), anyhow::Error>> {
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Box::pin(async move {
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let custom_asset = ron::de::from_bytes::<CustomAsset>(bytes)?;
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load_context.set_default_asset(LoadedAsset::new(custom_asset));
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Ok(())
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})
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}
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fn extensions(&self) -> &[&str] {
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&["custom"]
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}
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_resource::<State>()
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.add_asset::<CustomAsset>()
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.init_asset_loader::<CustomAssetLoader>()
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.add_startup_system(setup)
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.add_system(print_on_load)
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.run();
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}
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#[derive(Default)]
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struct State {
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handle: Handle<CustomAsset>,
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printed: bool,
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}
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fn setup(mut state: ResMut<State>, asset_server: Res<AssetServer>) {
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state.handle = asset_server.load("data/asset.custom");
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}
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fn print_on_load(mut state: ResMut<State>, custom_assets: ResMut<Assets<CustomAsset>>) {
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let custom_asset = custom_assets.get(&state.handle);
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if state.printed || custom_asset.is_none() {
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return;
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}
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info!("Custom asset loaded: {:?}", custom_asset.unwrap());
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state.printed = true;
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}
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