Struct AssetPack

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pub struct AssetPack {
    pub state: AssetPackState,
    pub id: String,
    pub name: String,
    pub root: PathBuf,
    pub meta_dir: PathBuf,
    index: HashMap<String, PathBuf>,
    script: Option<String>,
}
Expand description

An AssetPack is a single root folder that contains assets and subfolders.

The asset pack handles the indexing, categorising and loading the assets.

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§state: AssetPackState

The state the pack is currently in.

This is used to track whether a pack needs to perform operations to be usable, whether some operations failed and so forth.

§id: String

The identifier of this string, usually a hash or short ID defined by the creator of the asset pack represented.

This ID is used when referring to files under AssetPack::root.

§name: String

The human-readable name of this AssetPack.

This is not guaranteed to be unique! If you need to identify this pack, please use AssetPack::id.

§root: PathBuf

The “root” directory under which the assets live for this pack.

This is used internally to generate relative paths (that are portable) from absolute paths used in the asset loader.

§meta_dir: PathBuf

The directory in which metadata about the AssetPack is kept. This ranges from index metadata, scripts to thumbnails, this directory is not guaranteed to exist between runs and may be cleaned to recover disk space. The operations in this directory should be ephemeral by design.

§index: HashMap<String, PathBuf>

Internal mapping table between asset identifiers and their physical paths.

Each path value is relative to the AssetPack::root.

§script: Option<String>

A Rhai script that is used during indexing operations to assist in categorising the assets in the pack.

Implementations§

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impl AssetPack

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pub fn new( root: &Path, meta_dir: &Path, name: Option<String>, ) -> Result<Self, AssetPackError>

Generate a new AssetPack in the AssetPackState::Created state.

§Errors

This method may return an error if it fails to canonicalize the root path.

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pub(crate) fn delete(&self) -> Result<(), AssetPackError>

Deletes all cache and config for this AssetPack.

§Errors

Can return AssetPackError::ManifestFile when it fails to clean up any files.

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pub fn save_manifest(&self) -> Result<(), AssetPackError>

Attempts to save the manifest for this AssetPack to disk. The resulting file will be written under AssetPack::root.

§Errors
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pub fn load_manifest( root: &Path, meta_dir: &Path, ) -> Result<Self, AssetPackError>

Attempts to load an AssetPack from its manifest in the root folder. The resulting AssetPack will always be in [AssetPackState::Crated].

§Errors
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pub fn index(&mut self)

TODO: TEMPORARY IMPLEMENTATION

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pub fn resolve(&self, id: &String) -> Option<PathBuf>

Attempts to resolve the given identifier into a PathBuf.

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pub fn load<T>( &self, asset_server: &AssetServer, id: &String, ) -> Option<Handle<T>>
where T: Asset,

Attempts to load the asset associated with the given path.

Trait Implementations§

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impl Component for AssetPack
where Self: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy::ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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type Mutability = Mutable

A marker type to assist Bevy with determining if this component is mutable, or immutable. Mutable components will have [Component<Mutability = Mutable>], while immutable components will instead have [Component<Mutability = Immutable>]. Read more
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fn register_required_components( requiree: ComponentId, components: &mut ComponentsRegistrator<'_>, required_components: &mut RequiredComponents, inheritance_depth: u16, recursion_check_stack: &mut Vec<ComponentId>, )

Registers required components.
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fn clone_behavior() -> ComponentCloneBehavior

Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
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fn register_component_hooks(hooks: &mut ComponentHooks)

👎Deprecated since 0.16.0: Use the individual hook methods instead (e.g., Component::on_add, etc.)
Called when registering this component, allowing mutable access to its [ComponentHooks].
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fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_add [ComponentHook] for this [Component] if one is defined.
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_insert [ComponentHook] for this [Component] if one is defined.
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fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_replace [ComponentHook] for this [Component] if one is defined.
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_remove [ComponentHook] for this [Component] if one is defined.
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_despawn [ComponentHook] for this [Component] if one is defined.
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)
where E: EntityMapper,

Maps the entities on this component using the given [EntityMapper]. This is used to remap entities in contexts like scenes and entity cloning. When deriving [Component], this is populated by annotating fields containing entities with #[entities] Read more
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impl Debug for AssetPack

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl From<&AssetPack> for _AssetPack

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fn from(pack: &AssetPack) -> Self

Converts to this type from the input type.

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impl<T> Any for T
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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<C> Bundle for C
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fn component_ids( components: &mut ComponentsRegistrator<'_>, ids: &mut impl FnMut(ComponentId), )

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fn register_required_components( components: &mut ComponentsRegistrator<'_>, required_components: &mut RequiredComponents, )

Registers components that are required by the components in this [Bundle].
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fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )

Gets this [Bundle]’s component ids. This will be None if the component has not been registered.
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