# Objective Fixes #12347. ## Solution Use `.register_asset_source()` in `extra_asset_source` example instead of writing part of the app state.
		
			
				
	
	
		
			48 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			48 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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use bevy::asset::{
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    io::{AssetSourceBuilder, AssetSourceId},
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    AssetPath,
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};
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use bevy::prelude::*;
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use std::path::Path;
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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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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(Camera2dBundle::default());
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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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    // 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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    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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