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!
bevy | ron asset manager |
---|---|
0.15 | 0.5 |
0.14 | 0.4 |
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 Vec
and HashMap
. You can also implement your own, if you need to.
cargo run --example simple
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>,
}
// 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"
)
)