use bevy::prelude::*; use crate::GameState; use bevy_asset_loader::prelude::*; // use bevy_egui::{EguiContexts, egui, egui::ProgressBar}; // use bevy_kira_audio::AudioSource; // use iyes_progress::{ProgressCounter, ProgressPlugin}; /// Loads resources and assets for the game. /// See assets/main.assets.ron for the actual paths used. pub(super) fn plugin(app: &mut App) { app.add_loading_state( LoadingState::new(GameState::Loading) .continue_to_state(GameState::Menu) .with_dynamic_assets_file::("main.assets.ron") .load_collection::(), // .load_collection::() // .load_collection::() // .load_collection::() // .load_collection::() // .load_collection::(), ); } // the following asset collections will be loaded during the State `GameState::InitialLoading` // when done loading, they will be inserted as resources (see ) #[derive(AssetCollection, Resource, Clone)] pub(crate) struct AudioAssets {} #[derive(AssetCollection, Resource, Clone)] pub(crate) struct GltfAssets {} #[derive(AssetCollection, Resource, Clone)] pub(crate) struct TextureAssets {} #[derive(AssetCollection, Resource, Clone)] pub(crate) struct GrassAssets {} #[derive(AssetCollection, Resource, Clone)] pub(crate) struct ConfigAssets {} #[derive(AssetCollection, Resource, Clone)] pub(crate) struct ImageAssets { #[asset(key = "lebron")] pub(crate) king: Handle, }