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