ron asset manager
A dead simple crate to manage Ron based assets which depend on other assets.
Assets can hot reload into a running game state. Use it to your advantage!
How to
Shandle<T> is a thin wrapper around Handle<T> that can be serialized by
behaving like a asset path in serialized form.
This crates provides the RonAsset derive macro, RonAssetPlugin and the Shandle.
The idea is to mark asset dependencies via attribute.
Currently there is #[asset], #[asset_vec], #[asset_map].
Example
// also you need to register your type.
// that's all, time to use it
(
sprite: "sprite/wizard.png",
spells: {
"death" : "audio/wizard_death.ogg",
"hit" : "audio/wizard_hit.ogg",
"angry" : "audio/wizard_angy.ogg",
},
spells: (
"spells/fireball.ron",
"spells/lightning.ron",
)
)
Future plans
Nested structs via another attribute #[ron_struct(field1, field2)].