 efda7f3f9c
			
		
	
	
		efda7f3f9c
		
			
		
	
	
	
	
		
			
			Takes the first two commits from #15375 and adds suggestions from this comment: https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300 See #15375 for more reasoning/motivation. ## Rebasing (rerunning) ```rust git switch simpler-lint-fixes git reset --hard main cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate cargo fmt --all git add --update git commit --message "rustfmt" cargo clippy --workspace --all-targets --all-features --fix cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate cargo fmt --all git add --update git commit --message "clippy" git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887 ```
		
			
				
	
	
		
			50 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			50 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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| 
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| use bevy::{
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|     asset::{
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|         io::{AssetSourceBuilder, AssetSourceId},
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|         AssetPath,
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|     },
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|     prelude::*,
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| };
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| use std::path::Path;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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