mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
85743ce49e
# Objective It is currently possible to break reference counting for assets by creating a strong `HandleUntyped` and then modifying the `id` field before dropping the handle. This should not be allowed. ## Solution Change the `id` field visibility to private and add a getter instead. The same change was previously done for `Handle<T>` in #6176, but `HandleUntyped` was forgotten. --- ## Migration Guide - Instead of directly accessing the ID of a `HandleUntyped` as `handle.id`, use the new getter `handle.id()`.
87 lines
3 KiB
Rust
87 lines
3 KiB
Rust
//! In this example we generate a new texture atlas (sprite sheet) from a folder containing
|
|
//! individual sprites.
|
|
|
|
use bevy::{asset::LoadState, prelude::*};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.init_resource::<RpgSpriteHandles>()
|
|
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
|
|
.add_state(AppState::Setup)
|
|
.add_system_set(SystemSet::on_enter(AppState::Setup).with_system(load_textures))
|
|
.add_system_set(SystemSet::on_update(AppState::Setup).with_system(check_textures))
|
|
.add_system_set(SystemSet::on_enter(AppState::Finished).with_system(setup))
|
|
.run();
|
|
}
|
|
|
|
#[derive(Debug, Clone, PartialEq, Eq, Hash)]
|
|
enum AppState {
|
|
Setup,
|
|
Finished,
|
|
}
|
|
|
|
#[derive(Resource, Default)]
|
|
struct RpgSpriteHandles {
|
|
handles: Vec<HandleUntyped>,
|
|
}
|
|
|
|
fn load_textures(mut rpg_sprite_handles: ResMut<RpgSpriteHandles>, asset_server: Res<AssetServer>) {
|
|
rpg_sprite_handles.handles = asset_server.load_folder("textures/rpg").unwrap();
|
|
}
|
|
|
|
fn check_textures(
|
|
mut state: ResMut<State<AppState>>,
|
|
rpg_sprite_handles: ResMut<RpgSpriteHandles>,
|
|
asset_server: Res<AssetServer>,
|
|
) {
|
|
if let LoadState::Loaded = asset_server
|
|
.get_group_load_state(rpg_sprite_handles.handles.iter().map(|handle| handle.id()))
|
|
{
|
|
state.set(AppState::Finished).unwrap();
|
|
}
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
rpg_sprite_handles: Res<RpgSpriteHandles>,
|
|
asset_server: Res<AssetServer>,
|
|
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
|
|
mut textures: ResMut<Assets<Image>>,
|
|
) {
|
|
let mut texture_atlas_builder = TextureAtlasBuilder::default();
|
|
for handle in &rpg_sprite_handles.handles {
|
|
let handle = handle.typed_weak();
|
|
let Some(texture) = textures.get(&handle) else {
|
|
warn!("{:?} did not resolve to an `Image` asset.", asset_server.get_handle_path(handle));
|
|
continue;
|
|
};
|
|
|
|
texture_atlas_builder.add_texture(handle, texture);
|
|
}
|
|
|
|
let texture_atlas = texture_atlas_builder.finish(&mut textures).unwrap();
|
|
let texture_atlas_texture = texture_atlas.texture.clone();
|
|
let vendor_handle = asset_server.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png");
|
|
let vendor_index = texture_atlas.get_texture_index(&vendor_handle).unwrap();
|
|
let atlas_handle = texture_atlases.add(texture_atlas);
|
|
|
|
// set up a scene to display our texture atlas
|
|
commands.spawn(Camera2dBundle::default());
|
|
// draw a sprite from the atlas
|
|
commands.spawn(SpriteSheetBundle {
|
|
transform: Transform {
|
|
translation: Vec3::new(150.0, 0.0, 0.0),
|
|
scale: Vec3::splat(4.0),
|
|
..default()
|
|
},
|
|
sprite: TextureAtlasSprite::new(vendor_index),
|
|
texture_atlas: atlas_handle,
|
|
..default()
|
|
});
|
|
// draw the atlas itself
|
|
commands.spawn(SpriteBundle {
|
|
texture: texture_atlas_texture,
|
|
transform: Transform::from_xyz(-300.0, 0.0, 0.0),
|
|
..default()
|
|
});
|
|
}
|