bevy/examples/asset/extra_source.rs
NiseVoid e3b318f599
Add extra_asset_source example (#11824)
# 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
2024-03-06 16:00:03 +00:00

52 lines
1.7 KiB
Rust

//! An example of registering an extra asset source, and loading assets from it.
//! This asset source exists in addition to the default asset source.
use bevy::asset::{
io::{AssetSourceBuilder, AssetSourceBuilders, AssetSourceId},
AssetPath,
};
use bevy::prelude::*;
use std::path::Path;
fn main() {
let mut app = App::new();
// We add an extra asset source with the name "example_files" to the
// AssetSourceBuilders.
// This needs to be done before AssetPlugin finalizes building them
let mut sources = app
.world
.get_resource_or_insert_with::<AssetSourceBuilders>(default);
sources.insert(
"example_files",
AssetSourceBuilder::platform_default("examples/asset/files", None),
);
// DefaultPlugins contains AssetPlugin so it needs to be added to our App
// after inserting our new asset source
app.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
// Now we can load the asset using our new asset source
//
// The actual file path relative to workspace root is
// "examples/asset/files/bevy_pixel_light.png".
let path = Path::new("bevy_pixel_light.png");
let source = AssetSourceId::from("example_files");
let asset_path = AssetPath::from_path(path).with_source(source);
// You could also parse this URL-like string representation for the asset
// path.
assert_eq!(asset_path, "example_files://bevy_pixel_light.png".into());
commands.spawn(SpriteBundle {
texture: asset_server.load(asset_path),
..default()
});
}