bevy/crates/bevy_asset/src/lib.rs
2020-09-21 20:23:09 -07:00

55 lines
1.5 KiB
Rust

mod asset_server;
mod assets;
#[cfg(feature = "filesystem_watcher")]
mod filesystem_watcher;
mod handle;
mod load_request;
mod loader;
pub use asset_server::*;
pub use assets::*;
use bevy_tasks::IoTaskPool;
pub use handle::*;
pub use load_request::*;
pub use loader::*;
/// The names of asset stages in an App Schedule
pub mod stage {
pub const LOAD_ASSETS: &str = "load_assets";
pub const ASSET_EVENTS: &str = "asset_events";
}
pub mod prelude {
pub use crate::{AddAsset, AssetEvent, AssetServer, Assets, Handle};
}
use bevy_app::{prelude::Plugin, AppBuilder};
use bevy_ecs::IntoQuerySystem;
use bevy_type_registry::RegisterType;
/// Adds support for Assets to an App. Assets are typed collections with change tracking, which are added as App Resources.
/// Examples of assets: textures, sounds, 3d models, maps, scenes
#[derive(Default)]
pub struct AssetPlugin;
impl Plugin for AssetPlugin {
fn build(&self, app: &mut AppBuilder) {
let task_pool = app
.resources()
.get::<IoTaskPool>()
.expect("IoTaskPool resource not found")
.0
.clone();
app.add_stage_before(bevy_app::stage::PRE_UPDATE, stage::LOAD_ASSETS)
.add_stage_after(bevy_app::stage::POST_UPDATE, stage::ASSET_EVENTS)
.add_resource(AssetServer::new(task_pool))
.register_property::<HandleId>();
#[cfg(feature = "filesystem_watcher")]
app.add_system_to_stage(
stage::LOAD_ASSETS,
asset_server::filesystem_watcher_system.system(),
);
}
}