# Objective It is currently possible to break reference counting for assets by creating a strong `HandleUntyped` and then modifying the `id` field before dropping the handle. This should not be allowed. ## Solution Change the `id` field visibility to private and add a getter instead. The same change was previously done for `Handle<T>` in #6176, but `HandleUntyped` was forgotten. --- ## Migration Guide - Instead of directly accessing the ID of a `HandleUntyped` as `handle.id`, use the new getter `handle.id()`.
		
			
				
	
	
		
			88 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			88 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! In this example we generate a new texture atlas (sprite sheet) from a folder containing
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//! individual sprites.
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use bevy::{asset::LoadState, prelude::*};
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fn main() {
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    App::new()
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        .init_resource::<RpgSpriteHandles>()
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        .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
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        .add_state(AppState::Setup)
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        .add_system_set(SystemSet::on_enter(AppState::Setup).with_system(load_textures))
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        .add_system_set(SystemSet::on_update(AppState::Setup).with_system(check_textures))
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        .add_system_set(SystemSet::on_enter(AppState::Finished).with_system(setup))
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        .run();
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}
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#[derive(Debug, Clone, PartialEq, Eq, Hash)]
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enum AppState {
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    Setup,
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    Finished,
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}
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#[derive(Resource, Default)]
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struct RpgSpriteHandles {
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    handles: Vec<HandleUntyped>,
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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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    rpg_sprite_handles.handles = asset_server.load_folder("textures/rpg").unwrap();
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}
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fn check_textures(
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    mut state: ResMut<State<AppState>>,
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    rpg_sprite_handles: ResMut<RpgSpriteHandles>,
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    asset_server: Res<AssetServer>,
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) {
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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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    {
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        state.set(AppState::Finished).unwrap();
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    }
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}
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fn setup(
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    mut commands: Commands,
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    rpg_sprite_handles: Res<RpgSpriteHandles>,
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    asset_server: Res<AssetServer>,
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    mut texture_atlases: ResMut<Assets<TextureAtlas>>,
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    mut textures: ResMut<Assets<Image>>,
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) {
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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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        let handle = handle.typed_weak();
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        let Some(texture) = textures.get(&handle) else {
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            warn!("{:?} did not resolve to an `Image` asset.", asset_server.get_handle_path(handle));
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            continue;
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        };
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        texture_atlas_builder.add_texture(handle, texture);
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    }
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    let texture_atlas = texture_atlas_builder.finish(&mut textures).unwrap();
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    let texture_atlas_texture = texture_atlas.texture.clone();
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    let vendor_handle = asset_server.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png");
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    let vendor_index = texture_atlas.get_texture_index(&vendor_handle).unwrap();
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    let atlas_handle = texture_atlases.add(texture_atlas);
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    // set up a scene to display our texture atlas
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    commands.spawn(Camera2dBundle::default());
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    // draw a sprite from the atlas
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    commands.spawn(SpriteSheetBundle {
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        transform: Transform {
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            translation: Vec3::new(150.0, 0.0, 0.0),
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            scale: Vec3::splat(4.0),
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            ..default()
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        },
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        sprite: TextureAtlasSprite::new(vendor_index),
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        texture_atlas: atlas_handle,
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        ..default()
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    });
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    // draw the atlas itself
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    commands.spawn(SpriteBundle {
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        texture: texture_atlas_texture,
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        transform: Transform::from_xyz(-300.0, 0.0, 0.0),
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        ..default()
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    });
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}
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