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embedded_asset.rs
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embedded_asset.rs
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//! Example of loading an embedded asset.
use bevy::asset::{embedded_asset, io::AssetSourceId, AssetPath};
use bevy::prelude::*;
use std::path::Path;
fn main() {
App::new()
.add_plugins((DefaultPlugins, EmbeddedAssetPlugin))
.add_systems(Startup, setup)
.run();
}
struct EmbeddedAssetPlugin;
impl Plugin for EmbeddedAssetPlugin {
fn build(&self, app: &mut App) {
// We get to choose some prefix relative to the workspace root which
// will be ignored in "embedded://" asset paths.
let omit_prefix = "examples/asset";
// Path to asset must be relative to this file, because that's how
// include_bytes! works.
embedded_asset!(app, omit_prefix, "bevy_pixel_light.png");
}
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
// Each example is its own crate (with name from [[example]] in Cargo.toml).
let crate_name = "embedded_asset";
// The actual file path relative to workspace root is
// "examples/asset/bevy_pixel_light.png".
//
// We omit the "examples/asset" from the embedded_asset! call and replace it
// with the crate name.
let path = Path::new(crate_name).join("bevy_pixel_light.png");
let source = AssetSourceId::from("embedded");
let asset_path = AssetPath::from_path(&path).with_source(source);
// You could also parse this URL-like string representation for the asset
// path.
assert_eq!(
asset_path,
"embedded://embedded_asset/bevy_pixel_light.png".into()
);
commands.spawn(SpriteBundle {
texture: asset_server.load(asset_path),
..default()
});
}