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use crate::dynamic_asset::DynamicAssets;
use bevy::app::App;
use bevy::asset::UntypedHandle;
use bevy::ecs::system::Resource;
use bevy::ecs::world::World;
pub use bevy_asset_loader_derive::AssetCollection;
/// Trait to mark a struct as a collection of assets
///
/// Derive is supported for structs with named fields.
/// ```edition2021
/// # use bevy_asset_loader::prelude::*;
/// # use bevy::prelude::*;
/// #[derive(AssetCollection, Resource)]
/// struct MyAssets {
/// #[asset(path = "player.png")]
/// player: Handle<Image>,
/// #[asset(path = "tree.png")]
/// tree: Handle<Image>
/// }
/// ```
pub trait AssetCollection: Resource {
/// Create a new asset collection from the [`AssetServer`](::bevy::asset::AssetServer)
fn create(world: &mut World) -> Self;
/// Start loading all the assets in the collection
fn load(world: &mut World) -> Vec<UntypedHandle>;
}
/// Extension trait for [`App`] enabling initialisation of [asset collections](crate::asset_collection::AssetCollection)
pub trait AssetCollectionApp {
/// Initialise an [`AssetCollection`]
///
/// This function does not give any guaranties about the loading status of the asset handles.
/// If you want to use a loading state, you do not need this function! Instead use an [`LoadingState`](crate::loading_state::LoadingState)
/// and add collections to it to be prepared during the loading state.
fn init_collection<A: AssetCollection>(&mut self) -> &mut Self;
}
impl AssetCollectionApp for App {
fn init_collection<Collection>(&mut self) -> &mut Self
where
Collection: AssetCollection,
{
if !self.world.contains_resource::<Collection>() {
// This resource is required for loading a collection
// Since bevy_asset_loader does not have a "real" Plugin,
// we need to make sure the resource exists here
self.init_resource::<DynamicAssets>();
// make sure the assets start to load
let _ = Collection::load(&mut self.world);
let resource = Collection::create(&mut self.world);
self.insert_resource(resource);
}
self
}
}
/// Extension trait for [`World`] enabling initialisation of [asset collections](AssetCollection)
pub trait AssetCollectionWorld {
/// Initialise an [`AssetCollection`]
///
/// This function does not give any guaranties about the loading status of the asset handles.
/// If you want such guaranties, use a [`LoadingState`](crate::loading_state::LoadingState).
fn init_collection<A: AssetCollection>(&mut self);
}
impl AssetCollectionWorld for World {
fn init_collection<A: AssetCollection>(&mut self) {
if self.get_resource::<A>().is_none() {
// This resource is required for loading a collection
// Since bevy_asset_loader can be used without adding a plugin,
// we need to make sure the resource exists here
self.init_resource::<DynamicAssets>();
let collection = A::create(self);
self.insert_resource(collection);
}
}
}