Struct bevy::asset::AssetPlugin
source · pub struct AssetPlugin {
pub file_path: String,
pub processed_file_path: String,
pub watch_for_changes_override: Option<bool>,
pub mode: AssetMode,
}
Expand description
Provides “asset” loading and processing functionality. An Asset
is a “runtime value” that is loaded from an AssetSource
,
which can be something like a filesystem, a network, etc.
Supports flexible “modes”, such as AssetMode::Processed
and
AssetMode::Unprocessed
that enable using the asset workflow that best suits your project.
Fields§
§file_path: String
The default file path to use (relative to the project root) for unprocessed assets.
processed_file_path: String
The default file path to use (relative to the project root) for processed assets.
watch_for_changes_override: Option<bool>
If set, will override the default “watch for changes” setting. By default “watch for changes” will be false
unless
the watch
cargo feature is set. watch
can be enabled manually, or it will be automatically enabled if a specific watcher
like file_watcher
is enabled.
Most use cases should leave this set to None
and enable a specific watcher feature such as file_watcher
to enable
watching for dev-scenarios.
mode: AssetMode
The AssetMode
to use for this server.
Trait Implementations§
source§impl Default for AssetPlugin
impl Default for AssetPlugin
source§fn default() -> AssetPlugin
fn default() -> AssetPlugin
source§impl Plugin for AssetPlugin
impl Plugin for AssetPlugin
source§fn ready(&self, _app: &App) -> bool
fn ready(&self, _app: &App) -> bool
finish
should be called.source§fn finish(&self, _app: &mut App)
fn finish(&self, _app: &mut App)
App
, once all plugins registered are ready. This can
be useful for plugins that depends on another plugin asynchronous setup, like the renderer.source§fn cleanup(&self, _app: &mut App)
fn cleanup(&self, _app: &mut App)
Auto Trait Implementations§
impl RefUnwindSafe for AssetPlugin
impl Send for AssetPlugin
impl Sync for AssetPlugin
impl Unpin for AssetPlugin
impl UnwindSafe for AssetPlugin
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Self
using data from the given World
.