improve comments in example (#8127)
# Objective Added additional comments to describe what is going on in an example.
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@ -35,6 +35,7 @@ struct RpgSpriteHandles {
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}
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}
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fn load_textures(mut rpg_sprite_handles: ResMut<RpgSpriteHandles>, asset_server: Res<AssetServer>) {
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fn load_textures(mut rpg_sprite_handles: ResMut<RpgSpriteHandles>, asset_server: Res<AssetServer>) {
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// load multiple, individual sprites from a folder
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rpg_sprite_handles.handles = asset_server.load_folder("textures/rpg").unwrap();
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rpg_sprite_handles.handles = asset_server.load_folder("textures/rpg").unwrap();
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}
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}
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@ -43,6 +44,7 @@ fn check_textures(
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rpg_sprite_handles: ResMut<RpgSpriteHandles>,
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rpg_sprite_handles: ResMut<RpgSpriteHandles>,
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asset_server: Res<AssetServer>,
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asset_server: Res<AssetServer>,
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) {
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) {
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// Advance the `AppState` once all sprite handles have been loaded by the `AssetServer`
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if let LoadState::Loaded = asset_server
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if let LoadState::Loaded = asset_server
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.get_group_load_state(rpg_sprite_handles.handles.iter().map(|handle| handle.id()))
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.get_group_load_state(rpg_sprite_handles.handles.iter().map(|handle| handle.id()))
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{
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{
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@ -57,6 +59,7 @@ fn setup(
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mut texture_atlases: ResMut<Assets<TextureAtlas>>,
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mut texture_atlases: ResMut<Assets<TextureAtlas>>,
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mut textures: ResMut<Assets<Image>>,
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mut textures: ResMut<Assets<Image>>,
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) {
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) {
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// Build a `TextureAtlas` using the individual sprites
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let mut texture_atlas_builder = TextureAtlasBuilder::default();
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let mut texture_atlas_builder = TextureAtlasBuilder::default();
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for handle in &rpg_sprite_handles.handles {
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for handle in &rpg_sprite_handles.handles {
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let handle = handle.typed_weak();
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let handle = handle.typed_weak();
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