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https://github.com/bevyengine/bevy
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# Objective Fixes #12347. ## Solution Use `.register_asset_source()` in `extra_asset_source` example instead of writing part of the app state.
47 lines
1.6 KiB
Rust
47 lines
1.6 KiB
Rust
//! 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, 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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App::new()
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// Add an extra asset source with the name "example_files" to
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// AssetSourceBuilders.
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//
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// This must be done before AssetPlugin finalizes building assets.
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.register_asset_source(
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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 must be added to our App
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// after inserting our new asset source.
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.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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