Files
among-me/src/asset_loading/mod.rs
LorrensP-2158466 8a0eff99d9 lebron asset loading
2025-04-05 17:56:24 +02:00

47 lines
1.7 KiB
Rust

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::<StandardDynamicAssetCollection>("main.assets.ron")
.load_collection::<ImageAssets>(), // .load_collection::<AudioAssets>()
// .load_collection::<GltfAssets>()
// .load_collection::<TextureAssets>()
// .load_collection::<GrassAssets>()
// .load_collection::<ConfigAssets>(),
);
}
// the following asset collections will be loaded during the State `GameState::InitialLoading`
// when done loading, they will be inserted as resources (see <https://github.com/NiklasEi/bevy_asset_loader>)
#[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<Image>,
}