# Objective Close #10504. Improve the development experience for working with scenes by not requiring the user to specify a matching version of `ron` in their `Cargo.toml` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
		
			
				
	
	
		
			86 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Implements loader for a custom asset type.
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use bevy::utils::thiserror;
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use bevy::{
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    asset::{io::Reader, ron, AssetLoader, AsyncReadExt, LoadContext},
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    prelude::*,
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    reflect::TypePath,
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    utils::BoxedFuture,
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};
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use serde::Deserialize;
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use thiserror::Error;
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#[derive(Asset, TypePath, Debug, Deserialize)]
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pub struct CustomAsset {
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    pub value: i32,
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}
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#[derive(Default)]
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pub struct CustomAssetLoader;
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/// Possible errors that can be produced by [`CustomAssetLoader`]
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#[non_exhaustive]
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#[derive(Debug, Error)]
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pub enum CustomAssetLoaderError {
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    /// An [IO](std::io) Error
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    #[error("Could not load asset: {0}")]
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    Io(#[from] std::io::Error),
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    /// A [RON](ron) Error
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    #[error("Could not parse RON: {0}")]
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    RonSpannedError(#[from] ron::error::SpannedError),
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}
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impl AssetLoader for CustomAssetLoader {
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    type Asset = CustomAsset;
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    type Settings = ();
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    type Error = CustomAssetLoaderError;
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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 (),
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        _load_context: &'a mut LoadContext,
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    ) -> BoxedFuture<'a, Result<Self::Asset, 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 custom_asset = ron::de::from_bytes::<CustomAsset>(&bytes)?;
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            Ok(custom_asset)
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        })
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    }
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    fn extensions(&self) -> &[&str] {
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        &["custom"]
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    }
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}
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .init_resource::<State>()
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        .init_asset::<CustomAsset>()
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        .init_asset_loader::<CustomAssetLoader>()
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        .add_systems(Startup, setup)
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        .add_systems(Update, print_on_load)
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        .run();
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}
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#[derive(Resource, Default)]
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struct State {
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    handle: Handle<CustomAsset>,
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    printed: bool,
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}
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fn setup(mut state: ResMut<State>, asset_server: Res<AssetServer>) {
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    state.handle = asset_server.load("data/asset.custom");
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}
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fn print_on_load(mut state: ResMut<State>, custom_assets: ResMut<Assets<CustomAsset>>) {
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    let custom_asset = custom_assets.get(&state.handle);
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    if state.printed || custom_asset.is_none() {
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        return;
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    }
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    info!("Custom asset loaded: {:?}", custom_asset.unwrap());
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    state.printed = true;
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}
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