Files
among-me/src/asset_loading/mod.rs

85 lines
3.0 KiB
Rust

use bevy::{prelude::*, utils::HashMap};
use crate::GameState;
use bevy_asset_loader::prelude::*;
// use bevy_egui::{EguiContexts, egui, egui::ProgressBar};
use bevy_kira_audio::{AudioPlugin, 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_plugins(AudioPlugin).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::<FlashlightAssets>()
.load_collection::<GltfAssets>()
.load_collection::<AudioAssets>(),
// .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 {
#[asset(key = "flashlight_click")]
pub(crate) flash_click: Handle<AudioSource>,
#[asset(key = "monster_footsteps")]
pub(crate) monster_footsteps: Handle<AudioSource>,
}
#[derive(AssetCollection, Resource, Clone)]
pub(crate) struct GltfAssets {
#[asset(key = "library", collection(typed, mapped))]
pub(crate) library: HashMap<String, Handle<Gltf>>,
#[asset(key = "id_card")]
pub(crate) card: Handle<Gltf>,
}
#[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>,
#[asset(key = "id_card_toolbar")]
pub(crate) id_card: Handle<Image>,
}
#[derive(AssetCollection, Resource, Clone)]
pub(crate) struct FlashlightAssets {
#[asset(key = "flash_hold_0")]
pub(crate) flash_hold_0: Handle<Image>,
#[asset(key = "flash_hold_0_pressed")]
pub(crate) flash_hold_0_pressed: Handle<Image>,
#[asset(key = "flash_hold_1")]
pub(crate) flash_hold_1: Handle<Image>,
#[asset(key = "flash_hold_1_pressed")]
pub(crate) flash_hold_1_pressed: Handle<Image>,
#[asset(key = "flash_hold_2")]
pub(crate) flash_hold_2: Handle<Image>,
#[asset(key = "flash_hold_2_pressed")]
pub(crate) flash_hold_2_pressed: Handle<Image>,
#[asset(key = "flash_hold_3")]
pub(crate) flash_hold_3: Handle<Image>,
#[asset(key = "flash_hold_3_pressed")]
pub(crate) flash_hold_3_pressed: Handle<Image>,
#[asset(key = "flash_hold_4")]
pub(crate) flash_hold_4: Handle<Image>,
#[asset(key = "flash_hold_4_pressed")]
pub(crate) flash_hold_4_pressed: Handle<Image>,
}