Blender_bevy_components_wor.../examples/advanced/assets/mod.rs
Mark Moissette 528e13a250
feat(): Blueprints, crates, enhanced Blender tooling & more (#5)
* feat(bevy_gltf_components):
	* create crate 
	* added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected)
	in a specific systemset & allow ordering other systems relative to it

* feat(bevy_gltf_blueprints): 
	* created crate
	* made the blueprint library path configurable
	* added BluePrintBundle helper
	* added SystemSet (GltfBlueprintsSet) for better system ordering
	* integrated into advanced demo

* feat(tools-blender-auto-export): 
	* renamed blender tool to gltf_auto_export
   	* rewritten auto_export
	* added blueprint / prefab support
		* creates scene with empties with BlueprintName components in the scene
		* export of the main scene now exports this scene instead of real main scene
		* changes collection stand in names in original scene & sets them back after export
			to have correctly named collection instance exports
		* also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests
   		* toggling & blueprint library output parameters added
   		* added correct handling/ restoring of saved selection when using blueprints

* feat(examples): 
	* added advanced example
	* general example renamed to "basic", and cleaned up

* feat(various): a lot of experiments with saving & loading etc

* chore(assets): updated blend & generated assets

* fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading

* docs(): 
	* added & fleshing out docs for the various crates & main README
	* added process doc image & tweaks to README
 	* added missing licence info where relevant
 	* fixed broken links
 	* clarified some aspects
 	* added updated screenshots where relevant
 	* added tweaks & improvements etc
2023-09-28 14:10:45 +02:00

34 lines
1.1 KiB
Rust

pub mod assets_core;
pub use assets_core::*;
pub mod assets_game;
pub use assets_game::*;
use bevy::prelude::*;
use bevy_asset_loader::prelude::*;
use crate::state::{AppState};
pub struct AssetsPlugin;
impl Plugin for AssetsPlugin {
fn build(&self, app: &mut App) {
app
// load core assets (ie assets needed in the main menu, and everywhere else before loading more assets in game)
.add_loading_state(LoadingState::new(AppState::CoreLoading).continue_to_state(AppState::MenuRunning))
.add_dynamic_collection_to_loading_state::<_, StandardDynamicAssetCollection>(
AppState::CoreLoading,
"advanced/assets_core.assets.ron",
)
.add_collection_to_loading_state::<_, CoreAssets>(AppState::CoreLoading)
// load game assets
.add_loading_state(LoadingState::new(AppState::AppLoading).continue_to_state(AppState::AppRunning))
.add_dynamic_collection_to_loading_state::<_, StandardDynamicAssetCollection>(
AppState::AppLoading,
"advanced/assets_game.assets.ron",
)
.add_collection_to_loading_state::<_, GameAssets>(AppState::AppLoading)
;
}
}