Struct bevy_asset_loader::loading_state::LoadingState
source · pub struct LoadingState<State: States> { /* private fields */ }
Expand description
A Bevy plugin to configure automatic asset loading
ⓘ
fn main() {
App::new()
.init_state::<GameState>()
.add_plugins((MinimalPlugins, AssetPlugin::default()))
.add_loading_state(LoadingState::new(GameState::Loading)
.continue_to_state(GameState::Menu)
.load_collection::<AudioAssets>()
.load_collection::<ImageAssets>()
)
.add_systems(OnEnter(GameState::Menu), play_audio)
.run();
}
fn play_audio(mut commands: Commands, audio_assets: Res<AudioAssets>) {
commands.spawn(AudioBundle {
source: audio_assets.background.clone(),
..default()
});
}
#[derive(Clone, Eq, PartialEq, Debug, Hash, Default, States)]
enum GameState {
#[default]
Loading,
Menu
}
#[derive(AssetCollection, Resource)]
pub struct AudioAssets {
#[asset(path = "audio/background.ogg")]
pub background: Handle<AudioSource>,
}
#[derive(AssetCollection, Resource)]
pub struct ImageAssets {
#[asset(path = "images/player.png")]
pub player: Handle<Image>,
#[asset(path = "images/tree.png")]
pub tree: Handle<Image>,
}
Implementations§
source§impl<S> LoadingState<S>where
S: States,
impl<S> LoadingState<S>where
S: States,
sourcepub fn new(load: S) -> LoadingState<S>
pub fn new(load: S) -> LoadingState<S>
Create a new LoadingState
This function takes a State
during which all asset collections will
be loaded and inserted as resources.
ⓘ
App::new()
.add_loading_state(
LoadingState::new(GameState::Loading)
.continue_to_state(GameState::Menu)
.load_collection::<AudioAssets>()
.load_collection::<ImageAssets>()
)
sourcepub fn continue_to_state(self, next: S) -> Self
pub fn continue_to_state(self, next: S) -> Self
The LoadingState
will set this Bevy State
after all asset collections
are loaded and inserted as resources.
ⓘ
App::new()
.add_loading_state(
LoadingState::new(GameState::Loading)
.continue_to_state(GameState::Menu)
.load_collection::<AudioAssets>()
.load_collection::<ImageAssets>()
)
sourcepub fn on_failure_continue_to_state(self, next: S) -> Self
pub fn on_failure_continue_to_state(self, next: S) -> Self
The LoadingState
will set this Bevy State
if an asset fails to load.
ⓘ
App::new()
.add_loading_state(
LoadingState::new(GameState::Loading)
.continue_to_state(GameState::Menu)
.on_failure_continue_to_state(GameState::Error)
.load_collection::<MyAssets>()
)
sourcepub fn build(self, app: &mut App)
pub fn build(self, app: &mut App)
Finish configuring the LoadingState
Calling this function is required to set up the asset loading.
Most of the time you do not want to call this method directly though, but complete the setup
using LoadingStateAppExt::add_loading_state
.
ⓘ
App::new()
.add_loading_state(
LoadingState::new(GameState::Loading)
.continue_to_state(GameState::Menu)
.load_collection::<AudioAssets>()
.load_collection::<ImageAssets>()
)
Trait Implementations§
source§impl<S: States> ConfigureLoadingState for LoadingState<S>
impl<S: States> ConfigureLoadingState for LoadingState<S>
source§fn load_collection<A: AssetCollection>(self) -> Self
fn load_collection<A: AssetCollection>(self) -> Self
Add the given collection to the loading state. Read more
source§fn init_resource<R: Resource + FromWorld>(self) -> Self
fn init_resource<R: Resource + FromWorld>(self) -> Self
source§fn register_dynamic_asset_collection<C: DynamicAssetCollection + Asset>(
self
) -> Self
fn register_dynamic_asset_collection<C: DynamicAssetCollection + Asset>( self ) -> Self
Register a custom dynamic asset collection type Read more
source§fn with_dynamic_assets_file<C: DynamicAssetCollection + Asset>(
self,
file: &str
) -> Self
fn with_dynamic_assets_file<C: DynamicAssetCollection + Asset>( self, file: &str ) -> Self
Add a file containing dynamic assets to the loading state. Keys contained in the file, will
be available for asset collections. Read more
Auto Trait Implementations§
impl<State> !RefUnwindSafe for LoadingState<State>
impl<State> Send for LoadingState<State>
impl<State> Sync for LoadingState<State>
impl<State> Unpin for LoadingState<State>where
State: Unpin,
impl<State> !UnwindSafe for LoadingState<State>
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
Return the
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
Mutably borrows from an owned value. Read more
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>
Convert
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>
Convert
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)
Convert
&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)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.