bevy/examples/asset/extra_source.rs
Clar Fon efda7f3f9c
Simpler lint fixes: makes ci lints work but disables a lint for now (#15376)
Takes the first two commits from #15375 and adds suggestions from this
comment:
https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300

See #15375 for more reasoning/motivation.

## Rebasing (rerunning)

```rust
git switch simpler-lint-fixes
git reset --hard main
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "rustfmt"
cargo clippy --workspace --all-targets --all-features --fix
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "clippy"
git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887
```
2024-09-24 11:42:59 +00:00

50 lines
1.6 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, AssetSourceId},
AssetPath,
},
prelude::*,
};
use std::path::Path;
fn main() {
App::new()
// Add an extra asset source with the name "example_files" to
// AssetSourceBuilders.
//
// This must be done before AssetPlugin finalizes building assets.
.register_asset_source(
"example_files",
AssetSourceBuilder::platform_default("examples/asset/files", None),
)
// DefaultPlugins contains AssetPlugin so it must be added to our App
// after inserting our new asset source.
.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()
});
}