Files
HEDZReloaded/src/loading_assets.rs

145 lines
4.6 KiB
Rust

use crate::{
GameState,
heads_database::{HeadDatabaseAsset, HeadsDatabase},
};
use bevy::{platform::collections::HashMap, prelude::*};
use bevy_asset_loader::prelude::*;
#[derive(AssetCollection, Resource)]
pub struct AudioAssets {
#[asset(path = "sfx/music/02.ogg")]
pub music: Handle<AudioSource>,
#[asset(path = "sfx/ambient/downtown_loop.ogg")]
pub ambient: Handle<AudioSource>,
#[asset(path = "sfx/effects/key_collect.ogg")]
pub key_collect: Handle<AudioSource>,
#[asset(path = "sfx/effects/gate.ogg")]
pub gate: Handle<AudioSource>,
#[asset(path = "sfx/effects/cash_collect.ogg")]
pub cash_collect: Handle<AudioSource>,
#[asset(path = "sfx/ui/selection.ogg")]
pub selection: Handle<AudioSource>,
#[asset(path = "sfx/ui/invalid.ogg")]
pub invalid: Handle<AudioSource>,
#[asset(path = "sfx/ui/reloaded.ogg")]
pub reloaded: Handle<AudioSource>,
#[asset(path = "sfx/ui/cash_heal.ogg")]
pub cash_heal: Handle<AudioSource>,
#[asset(path = "sfx/abilities/throw.ogg")]
pub throw: Handle<AudioSource>,
#[asset(path = "sfx/abilities/throw-explosion.ogg")]
pub throw_explosion: Handle<AudioSource>,
#[asset(path = "sfx/abilities/jet.ogg")]
pub jet: Handle<AudioSource>,
#[asset(path = "sfx/abilities/gun.ogg")]
pub gun: Handle<AudioSource>,
#[asset(path = "sfx/abilities/crossbow.ogg")]
pub crossbow: Handle<AudioSource>,
#[asset(path = "sfx/abilities/heal.ogg")]
pub healing: Handle<AudioSource>,
#[asset(path = "sfx/abilities/missile-explosion.ogg")]
pub missile_explosion: Handle<AudioSource>,
#[asset(path = "sfx/ui/backpack_open.ogg")]
pub backpack_open: Handle<AudioSource>,
#[asset(path = "sfx/ui/backpack_close.ogg")]
pub backpack_close: Handle<AudioSource>,
#[asset(path = "sfx/effects/head_collect.ogg")]
pub head_collect: Handle<AudioSource>,
#[asset(path = "sfx/effects/secret_collected.ogg")]
pub secret_head_collect: Handle<AudioSource>,
#[asset(path = "sfx/effects/head_drop.ogg")]
pub head_drop: Handle<AudioSource>,
#[asset(path = "sfx/hit", collection(typed))]
pub hit: Vec<Handle<AudioSource>>,
#[asset(path = "sfx/heads", collection(mapped, typed))]
pub head: HashMap<AssetFileName, Handle<AudioSource>>,
}
#[derive(AssetCollection, Resource)]
struct HeadsAssets {
#[asset(path = "all.headsdb.ron")]
heads: Handle<HeadDatabaseAsset>,
}
#[derive(AssetCollection, Resource)]
pub struct HeadDropAssets {
#[asset(path = "models/head_drops", collection(mapped, typed))]
pub meshes: HashMap<AssetFileName, Handle<Gltf>>,
}
#[derive(AssetCollection, Resource)]
pub struct UIAssets {
#[asset(path = "font.ttf")]
pub font: Handle<Font>,
#[asset(path = "ui/head_bg.png")]
pub head_bg: Handle<Image>,
#[asset(path = "ui/head_regular.png")]
pub head_regular: Handle<Image>,
#[asset(path = "ui/head_damage.png")]
pub head_damage: Handle<Image>,
#[asset(path = "ui/selector.png")]
pub head_selector: Handle<Image>,
#[asset(path = "ui/camera.png")]
pub camera: Handle<Image>,
}
#[derive(AssetCollection, Resource)]
pub struct GameAssets {
#[asset(path = "textures/fx/impact.png")]
pub impact_atlas: Handle<Image>,
#[asset(path = "models/key.glb#Scene0")]
pub mesh_key: Handle<Scene>,
#[asset(path = "models/spawn.glb#Scene0")]
pub mesh_spawn: Handle<Scene>,
#[asset(path = "models/cash.glb#Scene0")]
pub mesh_cash: Handle<Scene>,
#[asset(path = "models/medic_particle.glb#Scene0")]
pub mesh_heal_particle: Handle<Scene>,
#[asset(path = "models/projectiles", collection(mapped, typed))]
pub projectiles: HashMap<AssetFileName, Handle<Gltf>>,
#[asset(path = "models/characters", collection(mapped, typed))]
pub characters: HashMap<AssetFileName, Handle<Gltf>>,
}
pub struct LoadingPlugin;
impl Plugin for LoadingPlugin {
fn build(&self, app: &mut App) {
app.add_systems(OnExit(GameState::AssetLoading), on_exit);
app.add_loading_state(
LoadingState::new(GameState::AssetLoading)
.continue_to_state(GameState::MapLoading)
.load_collection::<AudioAssets>()
.load_collection::<GameAssets>()
.load_collection::<HeadsAssets>()
.load_collection::<HeadDropAssets>()
.load_collection::<UIAssets>(),
);
}
}
fn on_exit(
mut cmds: Commands,
res: Res<HeadsAssets>,
mut assets: ResMut<Assets<HeadDatabaseAsset>>,
) {
let asset = assets
.remove(res.heads.id())
.expect("headsdb failed to load");
cmds.insert_resource(HeadsDatabase { heads: asset.0 });
}