fully implement bevy asset loader
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@@ -16,7 +16,11 @@ bevy_rapier3d = { version = "0.27.0", features = ["simd-stable", "parallel"] }
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rayon = "1.10.0"
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buildings = { path = "../buildings" }
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shared = { path = "../shared" }
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bevy_asset_loader = {version ="0.21.0", features = ["standard_dynamic_assets", "3d"]}
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bevy_asset_loader = { version = "0.21.0", features = [
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"standard_dynamic_assets",
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"3d",
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] }
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ron = "0.8.1"
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[features]
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tracing = ["bevy/trace_tracy", "world_generation/tracing", "buildings/tracing"]
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Submodule game/main/assets updated: 03faad886d...3bb0aaab5b
@@ -199,6 +199,9 @@ fn rts_camera_system(
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cam_targets.anim_time = cam_targets.anim_time.min(1.);
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}
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cam_pos.y = f32::lerp(cam_pos.y, desired_height, cam_targets.anim_time);
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if cam_pos.y < min_height {
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cam_pos.y = min_height;
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}
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let t = cam_pos.y.remap(cam_cfg.min_height, cam_cfg.max_height, 0., 1.);
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if cam_targets.rotate_time < 1. {
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@@ -1,7 +1,6 @@
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#[cfg(feature = "tracing")]
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use bevy::log::*;
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use bevy::{
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asset::LoadState,
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pbr::{ExtendedMaterial, NotShadowCaster},
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prelude::*,
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};
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@@ -11,7 +10,7 @@ use bevy_inspector_egui::quick::ResourceInspectorPlugin;
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use rayon::iter::{IntoParallelRefIterator, ParallelIterator};
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use shared::states::{AssetLoadState, GameplayState, MenuState};
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use world_generation::{
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biome_asset::{BiomeAsset, BiomeAssetLoadState, BiomeAssetPlugin},
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biome_asset::{BiomeAsset, BiomeAssetPlugin},
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biome_painter::*,
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heightmap::generate_heightmap,
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hex_utils::{offset_to_index, SHORT_DIAGONAL},
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@@ -65,7 +64,7 @@ impl Plugin for MapInitPlugin {
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LoadingStateConfig::new(AssetLoadState::Loading)
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.with_dynamic_assets_file::<StandardDynamicAssetCollection>("phos.assets.ron")
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.load_collection::<PhosAssets>()
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.load_collection::<BiomePainterAsset>()
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.load_collection::<BiomePainterAsset>(),
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);
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app.add_systems(Startup, load_textures.run_if(in_state(AssetLoadState::FinalizeAssets)));
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