Expand description
§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!
§Any asset, that can be loaded from an asset path is supported!
| bevy | ron asset manager |
|---|---|
| 0.16 | 0.6 |
| 0.15 | 0.5 |
| 0.14 | 0.4 |
§Harness the power of external configuration.
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.
Any field, implementing the RonAsset trait can be nested and will automatic load.
There are defaults for Option, Vec and HashMap. You can also implement your own, if you need to.
cargo run --example simple
§Example
Checkout the simple example. It loads a multi-sprite car with multiple tires each holding unique information
and assets.
#[derive(Asset, TypePath, RonAsset, Deserialize)]
pub struct Wizard{
pub name: String,
pub health: f32,
#[asset]
pub sprite: Shandle<Image>,
#[asset]
pub sounds: HashMap<String, Shandle<AudioSource>>,
#[asset]
pub spells: Vec<Shandle<Spells>>,
#[asset]
pub staff: Weapon,
}
#[derive(RonAsset, Deserialize)]
pub struct Weapon{
pub damage: f32,
pub cooldown: f32,
#[asset]
pub sprite: Shandle<Image>,
#[asset]
pub birth_effect: Option<Shandle<Image>>,
}
// add the provided plugin for your asset struct.
// this steps also initializes the asset for bevy.
fn build(&self, app: &mut App) {
app.add_plugins(RonAssetPlugin::<Wizard>::default());
// or specify custom file format (useful for multiple asset types)
// app.add_plugins(RonAssetPlugin::<Wizard>::create("wizzard.ron"));
// app.add_plugins(RonAssetPlugin::<Spell>::create("spell.ron"));
}
// that's all, time to use it
fn spawn_wizard(mut cmd: Commands, server: Res<AssetServer>){
let wizard_handle: Handle<Wizard> = server.load("enemies/gandalf.ron");
cmd.spawn((
WizardSpawner(wizard_handle),
SpawnCount(3),
Transfrom::default(),
));
}
gandalf.ron:
(
name: "Gandalf",
health: 42069,
sprite: "sprite/gandalf.png",
sounds: {
"death" : "audio/gandalf_rebirth.ogg",
"hit" : "audio/gandalf_hurt.ogg",
"angry" : "audio/gandalf_calm.ogg",
},
spells: [
"spells/light.ron",
"spells/cloth_swap.ron",
],
staff : (
damage: 99,
cooldown: 1,
sprite: "staff.png"
),
birth_effect: Some("fx/common_death.fx.ron")
)Modules§
Structs§
- RonAsset
Plugin - Shandle
Shandle<T>is a thin wrapper aroundHandle<T>that implements theSeriliaze&Deserialzetraits.
Enums§
Traits§
- RonAsset
- A trait that can load itself given access
to a Loading Context
Default impls for
HashMap<Shandle>,Vec<Shandle>andShandleyou can also add your own data structs that serialize and hold asset handles.