Expand description
The asset prelude.
This includes the most common types in this crate, re-exported for your convenience.
Structs§
- Asset
Changed - Filter that selects entities with an
Afor an asset that changed after the system last ran, whereAis a component that implementsAsAssetId. - Asset
Plugin - Provides “asset” loading and processing functionality. An
Assetis a “runtime value” that is loaded from anAssetSource, which can be something like a filesystem, a network, etc. - Asset
Server - Loads and tracks the state of
Assetvalues from a configuredAssetReader. This can be used to kick off new asset loads and retrieve their current load states. - Assets
- Stores
Assetvalues identified by theirAssetId.
Enums§
- Asset
Event Messages that occur for a specific loadedAsset, such as “value changed” events and “dependency” events.- AssetId
- A unique runtime-only identifier for an
Asset. This is cheap toCopy/Cloneand is not directly tied to the lifetime of the Asset. This means it can point to anAssetthat no longer exists. - Asset
Mode - Controls whether or not assets are pre-processed before being loaded.
- Handle
- A handle to a specific
Assetof typeA. Handles act as abstract “references” to assets, whose data are stored in theAssets<A>resource, avoiding the need to store multiple copies of the same data. - Untyped
Handle - An untyped variant of
Handle, which internally stores theAssettype information at runtime as aTypeIdinstead of encoding it in the compile-time type. This allows handles acrossAssettypes to be stored together and compared.
Traits§
- Asset
- Declares that this type is an asset,
which can be loaded and managed by the
AssetServerand stored inAssetscollections. - Asset
App - Adds asset-related builder methods to
App. - Direct
Asset Access Ext - An extension trait for methods for working with assets directly from a
World.
Derive Macros§
- Asset
- Implement the
Assettrait.