
# Objective Fixes #15417. ## Solution - Remove the `labeled_assets` fields from `LoadedAsset` and `ErasedLoadedAsset`. - Created new structs `CompleteLoadedAsset` and `CompleteErasedLoadedAsset` to hold the `labeled_subassets`. - When a subasset is `LoadContext::finish`ed, it produces a `CompleteLoadedAsset`. - When a `CompleteLoadedAsset` is added to a `LoadContext` (as a subasset), their `labeled_assets` are merged, reporting any overlaps. One important detail to note: nested subassets with overlapping names could in theory have been used in the past for the purposes of asset preprocessing. Even though there was no way to access these "shadowed" nested subassets, asset preprocessing does get access to these nested subassets. This does not seem like a case we should support though. It is confusing at best. ## Testing - This is just a refactor. --- ## Migration Guide - Most uses of `LoadedAsset` and `ErasedLoadedAsset` should be replaced with `CompleteLoadedAsset` and `CompleteErasedLoadedAsset` respectively.
268 lines
8.7 KiB
Rust
268 lines
8.7 KiB
Rust
//! This example illustrates how to define custom `AssetLoader`s, `AssetTransformer`s, and `AssetSaver`s, how to configure them, and how to register asset processors.
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use bevy::{
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asset::{
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embedded_asset,
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io::{Reader, Writer},
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processor::LoadTransformAndSave,
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saver::{AssetSaver, SavedAsset},
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transformer::{AssetTransformer, TransformedAsset},
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AssetLoader, AsyncWriteExt, LoadContext,
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},
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prelude::*,
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reflect::TypePath,
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};
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use serde::{Deserialize, Serialize};
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use std::convert::Infallible;
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use thiserror::Error;
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fn main() {
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App::new()
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// Using the "processed" mode will configure the AssetPlugin to use asset processing.
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// If you also enable the `asset_processor` cargo feature, this will run the AssetProcessor
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// in the background, run them through configured asset processors, and write the results to
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// the `imported_assets` folder. If you also enable the `file_watcher` cargo feature, changes to the
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// source assets will be detected and they will be reprocessed.
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//
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// The AssetProcessor will create `.meta` files automatically for assets in the `assets` folder,
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// which can then be used to configure how the asset will be processed.
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.add_plugins((
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DefaultPlugins.set(AssetPlugin {
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mode: AssetMode::Processed,
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// This is just overriding the default paths to scope this to the correct example folder
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// You can generally skip this in your own projects
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file_path: "examples/asset/processing/assets".to_string(),
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processed_file_path: "examples/asset/processing/imported_assets/Default"
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.to_string(),
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..default()
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}),
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TextPlugin,
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))
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.add_systems(Startup, setup)
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.add_systems(Update, print_text)
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.run();
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}
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/// This [`TextPlugin`] defines two assets types:
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/// * [`CoolText`]: a custom RON text format that supports dependencies and embedded dependencies
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/// * [`Text`]: a "normal" plain text file
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///
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/// It also defines an asset processor that will load [`CoolText`], resolve embedded dependencies, and write the resulting
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/// output to a "normal" plain text file. When the processed asset is loaded, it is loaded as a Text (plaintext) asset.
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/// This illustrates that when you process an asset, you can change its type! However you don't _need_ to change the type.
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struct TextPlugin;
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impl Plugin for TextPlugin {
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fn build(&self, app: &mut App) {
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embedded_asset!(app, "examples/asset/processing/", "e.txt");
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app.init_asset::<CoolText>()
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.init_asset::<Text>()
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.register_asset_loader(CoolTextLoader)
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.register_asset_loader(TextLoader)
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.register_asset_processor::<LoadTransformAndSave<CoolTextLoader, CoolTextTransformer, CoolTextSaver>>(
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LoadTransformAndSave::new(CoolTextTransformer, CoolTextSaver),
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)
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.set_default_asset_processor::<LoadTransformAndSave<CoolTextLoader, CoolTextTransformer, CoolTextSaver>>("cool.ron");
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}
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}
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#[derive(Asset, TypePath, Debug)]
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struct Text(String);
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#[derive(Default)]
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struct TextLoader;
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#[derive(Clone, Default, Serialize, Deserialize)]
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struct TextSettings {
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text_override: Option<String>,
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}
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impl AssetLoader for TextLoader {
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type Asset = Text;
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type Settings = TextSettings;
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type Error = std::io::Error;
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async fn load(
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&self,
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reader: &mut dyn Reader,
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settings: &TextSettings,
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_load_context: &mut LoadContext<'_>,
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) -> Result<Text, Self::Error> {
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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 value = if let Some(ref text) = settings.text_override {
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text.clone()
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} else {
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String::from_utf8(bytes).unwrap()
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};
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Ok(Text(value))
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}
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fn extensions(&self) -> &[&str] {
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&["txt"]
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}
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}
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#[derive(Serialize, Deserialize)]
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struct CoolTextRon {
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text: String,
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dependencies: Vec<String>,
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embedded_dependencies: Vec<String>,
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dependencies_with_settings: Vec<(String, TextSettings)>,
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}
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#[derive(Asset, TypePath, Debug)]
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struct CoolText {
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text: String,
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#[expect(
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dead_code,
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reason = "Used to show that our assets can hold handles to other assets"
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)]
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dependencies: Vec<Handle<Text>>,
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}
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#[derive(Default)]
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struct CoolTextLoader;
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#[derive(Debug, Error)]
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enum CoolTextLoaderError {
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#[error(transparent)]
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Io(#[from] std::io::Error),
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#[error(transparent)]
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RonSpannedError(#[from] ron::error::SpannedError),
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#[error(transparent)]
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LoadDirectError(#[from] bevy::asset::LoadDirectError),
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}
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impl AssetLoader for CoolTextLoader {
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type Asset = CoolText;
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type Settings = ();
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type Error = CoolTextLoaderError;
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async fn load(
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&self,
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reader: &mut dyn Reader,
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_settings: &Self::Settings,
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load_context: &mut LoadContext<'_>,
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) -> Result<CoolText, Self::Error> {
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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 ron: CoolTextRon = ron::de::from_bytes(&bytes)?;
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let mut base_text = ron.text;
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for embedded in ron.embedded_dependencies {
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let complete_loaded = load_context
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.loader()
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.immediate()
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.load::<Text>(&embedded)
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.await?;
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base_text.push_str(&complete_loaded.get_asset().get().0);
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}
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for (path, settings_override) in ron.dependencies_with_settings {
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let complete_loaded = load_context
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.loader()
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.with_settings(move |settings| {
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*settings = settings_override.clone();
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})
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.immediate()
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.load::<Text>(&path)
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.await?;
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base_text.push_str(&complete_loaded.get_asset().get().0);
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}
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Ok(CoolText {
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text: base_text,
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dependencies: ron
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.dependencies
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.iter()
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.map(|p| load_context.load(p))
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.collect(),
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})
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}
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fn extensions(&self) -> &[&str] {
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&["cool.ron"]
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}
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}
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#[derive(Default)]
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struct CoolTextTransformer;
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#[derive(Default, Serialize, Deserialize)]
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struct CoolTextTransformerSettings {
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appended: String,
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}
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impl AssetTransformer for CoolTextTransformer {
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type AssetInput = CoolText;
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type AssetOutput = CoolText;
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type Settings = CoolTextTransformerSettings;
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type Error = Infallible;
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async fn transform<'a>(
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&'a self,
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mut asset: TransformedAsset<Self::AssetInput>,
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settings: &'a Self::Settings,
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) -> Result<TransformedAsset<Self::AssetOutput>, Self::Error> {
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asset.text = format!("{}{}", asset.text, settings.appended);
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Ok(asset)
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}
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}
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struct CoolTextSaver;
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impl AssetSaver for CoolTextSaver {
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type Asset = CoolText;
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type Settings = ();
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type OutputLoader = TextLoader;
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type Error = std::io::Error;
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async fn save(
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&self,
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writer: &mut Writer,
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asset: SavedAsset<'_, Self::Asset>,
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_settings: &Self::Settings,
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) -> Result<TextSettings, Self::Error> {
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writer.write_all(asset.text.as_bytes()).await?;
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Ok(TextSettings::default())
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}
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}
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#[derive(Resource)]
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struct TextAssets {
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a: Handle<Text>,
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b: Handle<Text>,
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c: Handle<Text>,
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d: Handle<Text>,
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e: Handle<Text>,
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}
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fn setup(mut commands: Commands, assets: Res<AssetServer>) {
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// This the final processed versions of `assets/a.cool.ron` and `assets/foo.c.cool.ron`
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// Check out their counterparts in `imported_assets` to see what the outputs look like.
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commands.insert_resource(TextAssets {
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a: assets.load("a.cool.ron"),
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b: assets.load("foo/b.cool.ron"),
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c: assets.load("foo/c.cool.ron"),
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d: assets.load("d.cool.ron"),
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e: assets.load("embedded://asset_processing/e.txt"),
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});
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}
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fn print_text(
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handles: Res<TextAssets>,
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texts: Res<Assets<Text>>,
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mut asset_events: EventReader<AssetEvent<Text>>,
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) {
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if !asset_events.is_empty() {
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// This prints the current values of the assets
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// Hot-reloading is supported, so try modifying the source assets (and their meta files)!
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println!("Current Values:");
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println!(" a: {:?}", texts.get(&handles.a));
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println!(" b: {:?}", texts.get(&handles.b));
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println!(" c: {:?}", texts.get(&handles.c));
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println!(" d: {:?}", texts.get(&handles.d));
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println!(" e: {:?}", texts.get(&handles.e));
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println!("(You can modify source assets and their .meta files to hot-reload changes!)");
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println!();
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asset_events.clear();
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}
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}
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