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