# Objective - Reduce noise to allow users to see previous asset changes and other logs like from asset reloading - The example file is named differently than the example ## Solution - Only print the asset content if there are asset events - Rename the example file to `asset_processing`
		
			
				
	
	
		
			239 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			239 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to define custom `AssetLoader`s and `AssetSaver`s, how to configure them, and how to register asset processors.
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use bevy::{
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    asset::{
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        embedded_asset,
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        io::{Reader, Writer},
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        processor::LoadAndSave,
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        saver::{AssetSaver, SavedAsset},
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        AssetLoader, AsyncReadExt, AsyncWriteExt, LoadContext,
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    },
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    prelude::*,
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    reflect::TypePath,
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    utils::{thiserror, BoxedFuture},
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};
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use serde::{Deserialize, Serialize};
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use thiserror::Error;
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fn main() {
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    App::new()
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        // Using the "processed" mode will configure the AssetPlugin to use asset processing.
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        // If you also enable the `asset_processor` cargo feature, this will run the AssetProcessor
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        // in the background, run them through configured asset processors, and write the results to
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        // the `imported_assets` folder. If you also enable the `file_watcher` cargo feature, changes to the
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        // source assets will be detected and they will be reprocessed.
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        //
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        // The AssetProcessor will create `.meta` files automatically for assets in the `assets` folder,
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        // which can then be used to configure how the asset will be processed.
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        .add_plugins((
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            DefaultPlugins.set(AssetPlugin {
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                mode: AssetMode::Processed,
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                // This is just overriding the default paths to scope this to the correct example folder
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                // You can generally skip this in your own projects
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                file_path: "examples/asset/processing/assets".to_string(),
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                processed_file_path: "examples/asset/processing/imported_assets/Default"
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                    .to_string(),
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                ..default()
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            }),
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            TextPlugin,
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        ))
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        .add_systems(Startup, setup)
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        .add_systems(Update, print_text)
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        .run();
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}
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/// This [`TextPlugin`] defines two assets types:
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/// * [`CoolText`]: a custom RON text format that supports dependencies and embedded dependencies
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/// * [`Text`]: a "normal" plain text file
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///
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/// It also defines an asset processor that will load [`CoolText`], resolve embedded dependencies, and write the resulting
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/// output to a "normal" plain text file. When the processed asset is loaded, it is loaded as a Text (plaintext) asset.
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/// This illustrates that when you process an asset, you can change its type! However you don't _need_ to change the type.
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pub struct TextPlugin;
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impl Plugin for TextPlugin {
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    fn build(&self, app: &mut App) {
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        embedded_asset!(app, "examples/asset/processing/", "e.txt");
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        app.init_asset::<CoolText>()
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            .init_asset::<Text>()
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            .register_asset_loader(CoolTextLoader)
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            .register_asset_loader(TextLoader)
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            .register_asset_processor::<LoadAndSave<CoolTextLoader, CoolTextSaver>>(
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                LoadAndSave::from(CoolTextSaver),
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            )
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            .set_default_asset_processor::<LoadAndSave<CoolTextLoader, CoolTextSaver>>("cool.ron");
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    }
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}
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#[derive(Asset, TypePath, Debug)]
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struct Text(String);
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#[derive(Default)]
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struct TextLoader;
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#[derive(Default, Serialize, Deserialize)]
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struct TextSettings {
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    text_override: Option<String>,
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}
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impl AssetLoader for TextLoader {
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    type Asset = Text;
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    type Settings = TextSettings;
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    type Error = std::io::Error;
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    fn load<'a>(
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        &'a self,
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        reader: &'a mut Reader,
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        settings: &'a TextSettings,
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        _load_context: &'a mut LoadContext,
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    ) -> BoxedFuture<'a, Result<Text, Self::Error>> {
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        Box::pin(async move {
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            let mut bytes = Vec::new();
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            reader.read_to_end(&mut bytes).await?;
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            let value = if let Some(ref text) = settings.text_override {
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                text.clone()
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            } else {
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                String::from_utf8(bytes).unwrap()
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            };
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            Ok(Text(value))
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        })
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    }
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    fn extensions(&self) -> &[&str] {
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        &["txt"]
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    }
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}
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#[derive(Serialize, Deserialize)]
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pub struct CoolTextRon {
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    text: String,
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    dependencies: Vec<String>,
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    embedded_dependencies: Vec<String>,
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}
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#[derive(Asset, TypePath, Debug)]
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pub struct CoolText {
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    text: String,
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    #[allow(unused)]
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    dependencies: Vec<Handle<Text>>,
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}
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#[derive(Default)]
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struct CoolTextLoader;
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#[derive(Debug, Error)]
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enum CoolTextLoaderError {
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    #[error(transparent)]
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    Io(#[from] std::io::Error),
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    #[error(transparent)]
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    RonSpannedError(#[from] ron::error::SpannedError),
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    #[error(transparent)]
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    LoadDirectError(#[from] bevy::asset::LoadDirectError),
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}
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impl AssetLoader for CoolTextLoader {
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    type Asset = CoolText;
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    type Settings = ();
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    type Error = CoolTextLoaderError;
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    fn load<'a>(
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        &'a self,
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        reader: &'a mut Reader,
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        _settings: &'a Self::Settings,
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        load_context: &'a mut LoadContext,
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    ) -> BoxedFuture<'a, Result<CoolText, Self::Error>> {
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        Box::pin(async move {
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            let mut bytes = Vec::new();
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            reader.read_to_end(&mut bytes).await?;
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            let ron: CoolTextRon = ron::de::from_bytes(&bytes)?;
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            let mut base_text = ron.text;
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            for embedded in ron.embedded_dependencies {
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                let loaded = load_context.load_direct(&embedded).await?;
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                let text = loaded.get::<Text>().unwrap();
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                base_text.push_str(&text.0);
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            }
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            Ok(CoolText {
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                text: base_text,
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                dependencies: ron
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                    .dependencies
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                    .iter()
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                    .map(|p| load_context.load(p))
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                    .collect(),
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            })
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        })
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    }
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    fn extensions(&self) -> &[&str] {
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        &["cool.ron"]
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    }
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}
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struct CoolTextSaver;
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#[derive(Default, Serialize, Deserialize)]
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pub struct CoolTextSaverSettings {
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    appended: String,
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}
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impl AssetSaver for CoolTextSaver {
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    type Asset = CoolText;
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    type Settings = CoolTextSaverSettings;
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    type OutputLoader = TextLoader;
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    type Error = std::io::Error;
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    fn save<'a>(
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        &'a self,
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        writer: &'a mut Writer,
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        asset: SavedAsset<'a, Self::Asset>,
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        settings: &'a Self::Settings,
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    ) -> BoxedFuture<'a, Result<TextSettings, Self::Error>> {
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        Box::pin(async move {
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            let text = format!("{}{}", asset.text.clone(), settings.appended);
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            writer.write_all(text.as_bytes()).await?;
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            Ok(TextSettings::default())
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        })
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    }
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}
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#[derive(Resource)]
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struct TextAssets {
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    a: Handle<Text>,
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    b: Handle<Text>,
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    c: Handle<Text>,
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    d: Handle<Text>,
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    e: Handle<Text>,
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}
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fn setup(mut commands: Commands, assets: Res<AssetServer>) {
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    // This the final processed versions of `assets/a.cool.ron` and `assets/foo.c.cool.ron`
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    // Check out their counterparts in `imported_assets` to see what the outputs look like.
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    commands.insert_resource(TextAssets {
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        a: assets.load("a.cool.ron"),
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        b: assets.load("foo/b.cool.ron"),
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        c: assets.load("foo/c.cool.ron"),
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        d: assets.load("d.cool.ron"),
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        e: assets.load("embedded://asset_processing/e.txt"),
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    });
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}
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fn print_text(
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    handles: Res<TextAssets>,
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    texts: Res<Assets<Text>>,
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    mut asset_events: EventReader<AssetEvent<Text>>,
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) {
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    if !asset_events.is_empty() {
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        // This prints the current values of the assets
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        // Hot-reloading is supported, so try modifying the source assets (and their meta files)!
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        println!("Current Values:");
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        println!("  a: {:?}", texts.get(&handles.a));
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        println!("  b: {:?}", texts.get(&handles.b));
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        println!("  c: {:?}", texts.get(&handles.c));
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        println!("  d: {:?}", texts.get(&handles.d));
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        println!("  e: {:?}", texts.get(&handles.e));
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        println!("(You can modify source assets and their .meta files to hot-reload changes!)");
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        println!();
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        asset_events.clear();
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    }
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}
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