fix CI
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@ -15,5 +15,5 @@ pub struct LoadedFolder {
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/// The handles of all assets stored in the folder.
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#[dependency]
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pub handles: Vec<UntypedHandle>,
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pub filter: Option<Arc<dyn Fn(&Path,bool) -> bool + Send + Sync + 'static>>
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pub filter: Option<Arc<dyn Fn(&Path, bool) -> bool + Send + Sync + 'static>>,
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}
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@ -1618,7 +1618,7 @@ mod tests {
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.init_asset::<SubText>()
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.register_asset_loader(CoolTextLoader);
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let asset_server = app.world().resource::<AssetServer>().clone();
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let handle: Handle<LoadedFolder> = asset_server.load_folder("text",None);
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let handle: Handle<LoadedFolder> = asset_server.load_folder("text", None);
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gate_opener.open(a_path);
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gate_opener.open(b_path);
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gate_opener.open(c_path);
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@ -31,7 +31,9 @@ struct RpgSpriteFolder(Handle<LoadedFolder>);
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fn load_textures(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Load multiple, individual sprites from a folder
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commands.insert_resource(RpgSpriteFolder(asset_server.load_folder("textures/rpg",None)));
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commands.insert_resource(RpgSpriteFolder(
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asset_server.load_folder("textures/rpg", None),
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));
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}
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fn check_textures(
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@ -254,6 +254,7 @@ Example | Description
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[Custom Asset IO](../examples/asset/custom_asset_reader.rs) | Implements a custom AssetReader
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[Embedded Asset](../examples/asset/embedded_asset.rs) | Embed an asset in the application binary and load it
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[Extra asset source](../examples/asset/extra_source.rs) | Load an asset from a non-standard asset source
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[Folder Filter](../examples/asset/folder_filter.rs) | Load Folder With Filter
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[Hot Reloading of Assets](../examples/asset/hot_asset_reloading.rs) | Demonstrates automatic reloading of assets when modified on disk
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[Multi-asset synchronization](../examples/asset/multi_asset_sync.rs) | Demonstrates how to wait for multiple assets to be loaded.
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[Repeated texture configuration](../examples/asset/repeated_texture.rs) | How to configure the texture to repeat instead of the default clamp to edges
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@ -52,7 +52,7 @@ fn setup(
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// to load.
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// If you want to keep the assets in the folder alive, make sure you store the returned handle
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// somewhere.
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let _loaded_folder: Handle<LoadedFolder> = asset_server.load_folder("models/torus",None);
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let _loaded_folder: Handle<LoadedFolder> = asset_server.load_folder("models/torus", None);
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// If you want a handle to a specific asset in a loaded folder, the easiest way to get one is to call load.
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// It will _not_ be loaded a second time.
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@ -1,5 +1,6 @@
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//! In this example we generate four texture atlases (sprite sheets) from a folder containing
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//! individual sprites.
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//! individual sprites.But the folder containing waste files called "waste.txt"
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//! So we use filter to ingrone the waste files
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//!
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//! The texture atlases are generated with different padding and sampling to demonstrate the
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//! effect of these settings, and how bleeding issues can be resolved by padding the sprites.
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@ -35,11 +36,11 @@ fn load_textures(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Load multiple, individual sprites from a folder
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commands.insert_resource(RpgSpriteFolder(asset_server.load_folder(
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"textures/rpg_with_waste",
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Some(Arc::new(|path,is_dir| {
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let a = is_dir || path.extension().unwrap_or_default() == "png";
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info!("is_dir:{},path:{:?} {}",is_dir,path,a);
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a
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})),
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Some(Arc::new(|path, is_dir| {
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let need = is_dir || path.extension().unwrap_or_default() == "png";
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info!("is_dir:{} path:{:?} need:{}", is_dir, path, need);
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need
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})),
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)));
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}
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