|bevy vewsion:|0.9 |(outdated!)| |---|---|---|
As this page is outdated, please refer to Bevy's official migration guides while reading, to cover the differences: 0.9 to 0.10, 0.10 to 0.11, 0.11 to 0.12, 0.12 to 0.13, 0.13 to 0.14.
I apologize for the inconvenience. I will update the page as soon as I find the time.
access the asset data
to access the actuaw asset data fwom s-systems, ^•ﻌ•^ use t-the
Assets<T>
wesouwce.
you can identify youw desiwed asset u-using the handwe.
untyped handwes nyeed to be "upgwaded" into typed h-handwes.
#[dewive(wesouwce)]
stwuct spwitesheets {
map_tiwes: h-handwe<textuweatwas>,
}
f-fn use_spwites(
h-handwes: wes<spwitesheets>, σωσ
a-atwases: wes<assets<textuweatwas>>, >_<
i-images: w-wes<assets<image>>, :3
) {
// c-couwd be `none` i-if the asset isn't woaded yet
if wet some(atwas) = atwases.get(&handwes.map_tiwes) {
// do something w-with the textuwe atwas
}
}
cweating assets fwom code
you can awso add assets to Assets<T>
manuawwy.
sometimes you nyeed to cweate assets f-fwom code, ^•ﻌ•^ wathew t-than woading them fwom fiwes. (ꈍᴗꈍ) some common exampwes of such use-cases a-awe:
- cweating textuwe atwases
- cweating 3d ow 2d matewiaws
- pwoceduwawwy-genewating assets wike images ow 3d m-meshes
to do this, ^•ﻌ•^ fiwst cweate the data f-fow the asset (an i-instance of the
asset type), XD and then add it .add(…)
it to the
Assets<T>
wesouwce, (ꈍᴗꈍ) fow it to be stowed and t-twacked by
bevy. >< you wiww get a handwe to use to wefew to it, >< just wike
any othew asset.
fn add_matewiaw(
mut matewiaws: w-wesmut<assets<standawdmatewiaw>>, UwU
) {
w-wet n-nyew_mat = standawdmatewiaw {
b-base_cowow: c-cowow::wgba(0.25, rawr x3 0.50, rawr 0.75, 1.0), σωσ
unwit: t-twue, σωσ
..defauwt::defauwt()
};
w-wet handwe = m-matewiaws.add(new_mat);
// do something with the handwe
}