 b8263b55fb
			
		
	
	
		b8263b55fb
		
	
	
	
	
		
			
			# Objective
Support the following syntax for adding systems:
```rust
App::new()
    .add_system(setup.on_startup())
    .add_systems((
        show_menu.in_schedule(OnEnter(GameState::Paused)),
        menu_ssytem.in_set(OnUpdate(GameState::Paused)),
        hide_menu.in_schedule(OnExit(GameState::Paused)),
    ))
```
## Solution
Add the traits `IntoSystemAppConfig{s}`, which provide the extension methods necessary for configuring which schedule a system belongs to. These extension methods return `IntoSystemAppConfig{s}`, which `App::add_system{s}` uses to choose which schedule to add systems to.
---
## Changelog
+ Added the extension methods `in_schedule(label)` and  `on_startup()` for configuring the schedule a system belongs to.
## Future Work
* Replace all uses of `add_startup_system` in the engine.
* Deprecate this method
		
	
			
		
			
				
	
	
		
			213 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			213 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use crate::{Extract, ExtractSchedule, RenderApp, RenderSet};
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| use bevy_app::{App, IntoSystemAppConfig, Plugin};
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| use bevy_asset::{Asset, AssetEvent, Assets, Handle};
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| use bevy_derive::{Deref, DerefMut};
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| use bevy_ecs::{
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|     prelude::*,
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|     system::{StaticSystemParam, SystemParam, SystemParamItem},
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| };
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| use bevy_utils::{HashMap, HashSet};
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| use std::marker::PhantomData;
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| 
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| pub enum PrepareAssetError<E: Send + Sync + 'static> {
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|     RetryNextUpdate(E),
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| }
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| 
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| /// Describes how an asset gets extracted and prepared for rendering.
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| ///
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| /// In the [`ExtractSchedule`](crate::ExtractSchedule) step the asset is transferred
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| /// from the "main world" into the "render world".
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| /// Therefore it is converted into a [`RenderAsset::ExtractedAsset`], which may be the same type
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| /// as the render asset itself.
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| ///
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| /// After that in the [`RenderSet::Prepare`](crate::RenderSet::Prepare) step the extracted asset
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| /// is transformed into its GPU-representation of type [`RenderAsset::PreparedAsset`].
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| pub trait RenderAsset: Asset {
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|     /// The representation of the asset in the "render world".
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|     type ExtractedAsset: Send + Sync + 'static;
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|     /// The GPU-representation of the asset.
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|     type PreparedAsset: Send + Sync + 'static;
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|     /// Specifies all ECS data required by [`RenderAsset::prepare_asset`].
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|     /// For convenience use the [`lifetimeless`](bevy_ecs::system::lifetimeless) [`SystemParam`].
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|     type Param: SystemParam;
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|     /// Converts the asset into a [`RenderAsset::ExtractedAsset`].
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|     fn extract_asset(&self) -> Self::ExtractedAsset;
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|     /// Prepares the `extracted asset` for the GPU by transforming it into
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|     /// a [`RenderAsset::PreparedAsset`]. Therefore ECS data may be accessed via the `param`.
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|     fn prepare_asset(
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|         extracted_asset: Self::ExtractedAsset,
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|         param: &mut SystemParamItem<Self::Param>,
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|     ) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>>;
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| }
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| 
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| #[derive(Clone, Hash, Debug, Default, PartialEq, Eq, SystemSet)]
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| pub enum PrepareAssetSet {
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|     PreAssetPrepare,
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|     #[default]
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|     AssetPrepare,
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|     PostAssetPrepare,
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| }
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| 
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| /// This plugin extracts the changed assets from the "app world" into the "render world"
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| /// and prepares them for the GPU. They can then be accessed from the [`RenderAssets`] resource.
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| ///
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| /// Therefore it sets up the [`ExtractSchedule`](crate::ExtractSchedule) and
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| /// [`RenderSet::Prepare`](crate::RenderSet::Prepare) steps for the specified [`RenderAsset`].
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| pub struct RenderAssetPlugin<A: RenderAsset> {
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|     prepare_asset_set: PrepareAssetSet,
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|     phantom: PhantomData<fn() -> A>,
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| }
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| 
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| impl<A: RenderAsset> RenderAssetPlugin<A> {
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|     pub fn with_prepare_asset_set(prepare_asset_set: PrepareAssetSet) -> Self {
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|         Self {
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|             prepare_asset_set,
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|             phantom: PhantomData,
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|         }
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|     }
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| }
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| 
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| impl<A: RenderAsset> Default for RenderAssetPlugin<A> {
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|     fn default() -> Self {
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|         Self {
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|             prepare_asset_set: Default::default(),
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|             phantom: PhantomData,
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|         }
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|     }
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| }
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| 
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| impl<A: RenderAsset> Plugin for RenderAssetPlugin<A> {
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|     fn build(&self, app: &mut App) {
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|         if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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|             render_app
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|                 .configure_sets(
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|                     (
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|                         PrepareAssetSet::PreAssetPrepare,
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|                         PrepareAssetSet::AssetPrepare,
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|                         PrepareAssetSet::PostAssetPrepare,
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|                     )
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|                         .chain()
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|                         .in_set(RenderSet::Prepare),
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|                 )
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|                 .init_resource::<ExtractedAssets<A>>()
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|                 .init_resource::<RenderAssets<A>>()
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|                 .init_resource::<PrepareNextFrameAssets<A>>()
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|                 .add_system(extract_render_asset::<A>.in_schedule(ExtractSchedule))
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|                 .add_system(prepare_assets::<A>.in_set(self.prepare_asset_set.clone()));
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|         }
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|     }
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| }
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| 
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| /// Temporarily stores the extracted and removed assets of the current frame.
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| #[derive(Resource)]
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| pub struct ExtractedAssets<A: RenderAsset> {
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|     extracted: Vec<(Handle<A>, A::ExtractedAsset)>,
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|     removed: Vec<Handle<A>>,
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| }
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| 
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| impl<A: RenderAsset> Default for ExtractedAssets<A> {
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|     fn default() -> Self {
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|         Self {
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|             extracted: Default::default(),
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|             removed: Default::default(),
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|         }
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|     }
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| }
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| 
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| /// Stores all GPU representations ([`RenderAsset::PreparedAssets`](RenderAsset::PreparedAsset))
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| /// of [`RenderAssets`](RenderAsset) as long as they exist.
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| #[derive(Resource, Deref, DerefMut)]
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| pub struct RenderAssets<A: RenderAsset>(HashMap<Handle<A>, A::PreparedAsset>);
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| 
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| impl<A: RenderAsset> Default for RenderAssets<A> {
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|     fn default() -> Self {
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|         Self(Default::default())
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|     }
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| }
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| 
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| /// This system extracts all crated or modified assets of the corresponding [`RenderAsset`] type
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| /// into the "render world".
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| fn extract_render_asset<A: RenderAsset>(
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|     mut commands: Commands,
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|     mut events: Extract<EventReader<AssetEvent<A>>>,
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|     assets: Extract<Res<Assets<A>>>,
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| ) {
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|     let mut changed_assets = HashSet::default();
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|     let mut removed = Vec::new();
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|     for event in events.iter() {
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|         match event {
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|             AssetEvent::Created { handle } | AssetEvent::Modified { handle } => {
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|                 changed_assets.insert(handle.clone_weak());
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|             }
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|             AssetEvent::Removed { handle } => {
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|                 changed_assets.remove(handle);
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|                 removed.push(handle.clone_weak());
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|             }
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|         }
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|     }
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| 
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|     let mut extracted_assets = Vec::new();
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|     for handle in changed_assets.drain() {
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|         if let Some(asset) = assets.get(&handle) {
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|             extracted_assets.push((handle, asset.extract_asset()));
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|         }
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|     }
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| 
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|     commands.insert_resource(ExtractedAssets {
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|         extracted: extracted_assets,
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|         removed,
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|     });
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| }
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| 
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| // TODO: consider storing inside system?
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| /// All assets that should be prepared next frame.
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| #[derive(Resource)]
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| pub struct PrepareNextFrameAssets<A: RenderAsset> {
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|     assets: Vec<(Handle<A>, A::ExtractedAsset)>,
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| }
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| 
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| impl<A: RenderAsset> Default for PrepareNextFrameAssets<A> {
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|     fn default() -> Self {
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|         Self {
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|             assets: Default::default(),
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|         }
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|     }
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| }
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| 
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| /// This system prepares all assets of the corresponding [`RenderAsset`] type
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| /// which where extracted this frame for the GPU.
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| pub fn prepare_assets<R: RenderAsset>(
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|     mut extracted_assets: ResMut<ExtractedAssets<R>>,
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|     mut render_assets: ResMut<RenderAssets<R>>,
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|     mut prepare_next_frame: ResMut<PrepareNextFrameAssets<R>>,
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|     param: StaticSystemParam<<R as RenderAsset>::Param>,
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| ) {
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|     let mut param = param.into_inner();
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|     let queued_assets = std::mem::take(&mut prepare_next_frame.assets);
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|     for (handle, extracted_asset) in queued_assets {
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|         match R::prepare_asset(extracted_asset, &mut param) {
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|             Ok(prepared_asset) => {
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|                 render_assets.insert(handle, prepared_asset);
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|             }
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|             Err(PrepareAssetError::RetryNextUpdate(extracted_asset)) => {
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|                 prepare_next_frame.assets.push((handle, extracted_asset));
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|             }
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|         }
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|     }
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| 
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|     for removed in std::mem::take(&mut extracted_assets.removed) {
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|         render_assets.remove(&removed);
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|     }
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| 
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|     for (handle, extracted_asset) in std::mem::take(&mut extracted_assets.extracted) {
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|         match R::prepare_asset(extracted_asset, &mut param) {
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|             Ok(prepared_asset) => {
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|                 render_assets.insert(handle, prepared_asset);
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|             }
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|             Err(PrepareAssetError::RetryNextUpdate(extracted_asset)) => {
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|                 prepare_next_frame.assets.push((handle, extracted_asset));
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|             }
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|         }
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|     }
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| }
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