Struct bevy::prelude::Assets

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pub struct Assets<A>
where A: Asset,
{ /* private fields */ }
Expand description

Stores Asset values identified by their AssetId.

Assets identified by AssetId::Index will be stored in a “dense” vec-like storage. This is more efficient, but it means that the assets can only be identified at runtime. This is the default behavior.

Assets identified by AssetId::Uuid will be stored in a hashmap. This is less efficient, but it means that the assets can be referenced at compile time.

This tracks (and queues) AssetEvent events whenever changes to the collection occur.

Implementations§

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impl<A> Assets<A>
where A: Asset,

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pub fn get_handle_provider(&self) -> AssetHandleProvider

Retrieves an AssetHandleProvider capable of reserving new Handle values for assets that will be stored in this collection.

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pub fn reserve_handle(&self) -> Handle<A>

Reserves a new Handle for an asset that will be stored in this collection.

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pub fn insert(&mut self, id: impl Into<AssetId<A>>, asset: A)

Inserts the given asset, identified by the given id. If an asset already exists for id, it will be replaced.

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pub fn get_or_insert_with( &mut self, id: impl Into<AssetId<A>>, insert_fn: impl FnOnce() -> A ) -> &mut A

Retrieves an Asset stored for the given id if it exists. If it does not exist, it will be inserted using insert_fn.

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pub fn contains(&self, id: impl Into<AssetId<A>>) -> bool

Returns true if the id exists in this collection. Otherwise it returns false.

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pub fn add(&mut self, asset: impl Into<A>) -> Handle<A>

Adds the given asset and allocates a new strong Handle for it.

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pub fn get(&self, id: impl Into<AssetId<A>>) -> Option<&A>

Retrieves a reference to the Asset with the given id, if its exists. Note that this supports anything that implements Into<AssetId<A>>, which includes Handle and AssetId.

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pub fn get_mut(&mut self, id: impl Into<AssetId<A>>) -> Option<&mut A>

Retrieves a mutable reference to the Asset with the given id, if its exists. Note that this supports anything that implements Into<AssetId<A>>, which includes Handle and AssetId.

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pub fn remove(&mut self, id: impl Into<AssetId<A>>) -> Option<A>

Removes (and returns) the Asset with the given id, if its exists. Note that this supports anything that implements Into<AssetId<A>>, which includes Handle and AssetId.

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pub fn remove_untracked(&mut self, id: impl Into<AssetId<A>>) -> Option<A>

Removes (and returns) the Asset with the given id, if its exists. This skips emitting AssetEvent::Removed. Note that this supports anything that implements Into<AssetId<A>>, which includes Handle and AssetId.

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pub fn is_empty(&self) -> bool

Returns true if there are no assets in this collection.

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pub fn len(&self) -> usize

Returns the number of assets currently stored in the collection.

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pub fn ids(&self) -> impl Iterator<Item = AssetId<A>>

Returns an iterator over the AssetId of every Asset stored in this collection.

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pub fn iter(&self) -> impl Iterator<Item = (AssetId<A>, &A)>

Returns an iterator over the AssetId and Asset ref of every asset in this collection.

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pub fn iter_mut(&mut self) -> AssetsMutIterator<'_, A>

Returns an iterator over the AssetId and mutable Asset ref of every asset in this collection.

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pub fn track_assets( assets: ResMut<'_, Assets<A>>, asset_server: Res<'_, AssetServer> )

A system that synchronizes the state of assets in this collection with the AssetServer. This manages Handle drop events.

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pub fn asset_events( assets: ResMut<'_, Assets<A>>, events: EventWriter<'_, AssetEvent<A>> )

A system that applies accumulated asset change events to the Events resource.

Trait Implementations§

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impl<A> Default for Assets<A>
where A: Asset,

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fn default() -> Assets<A>

Returns the “default value” for a type. Read more
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impl<A> Resource for Assets<A>
where A: Asset, Assets<A>: Send + Sync + 'static,

Auto Trait Implementations§

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impl<A> RefUnwindSafe for Assets<A>
where A: RefUnwindSafe,

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impl<A> Send for Assets<A>

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impl<A> Sync for Assets<A>

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impl<A> Unpin for Assets<A>
where A: Unpin,

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impl<A> UnwindSafe for Assets<A>
where A: UnwindSafe,

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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