
# Objective - Make it easier to figure out how to add asset sources ## Solution - Add an example that adds an asset source, it functions almost identical to the embedded_asset example - Move the file from the embedded_asset example into a `files/` folder
52 lines
1.7 KiB
Rust
52 lines
1.7 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, AssetSourceBuilders, 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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let mut app = App::new();
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// We add an extra asset source with the name "example_files" to the
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// AssetSourceBuilders.
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// This needs to be done before AssetPlugin finalizes building them
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let mut sources = app
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.world
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.get_resource_or_insert_with::<AssetSourceBuilders>(default);
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sources.insert(
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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 needs to be added to our App
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// after inserting our new asset source
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app.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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