asset loading
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@@ -22,7 +22,7 @@ use world_generation::{
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use crate::{
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camera_system::components::*,
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prelude::{ChunkAtlas, PhosChunk, PhosChunkRegistry},
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prelude::{PhosAssets, PhosChunk, PhosChunkRegistry},
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shader_extensions::{
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chunk_material::ChunkMaterial,
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water_material::{WaterMaterial, WaterSettings},
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@@ -64,7 +64,8 @@ impl Plugin for MapInitPlugin {
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app.configure_loading_state(
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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::<ChunkAtlas>(),
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.load_collection::<PhosAssets>()
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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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@@ -106,7 +107,7 @@ struct WaterInspect(Handle<ExtendedMaterial<StandardMaterial, WaterMaterial>>);
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fn load_textures(
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mut commands: Commands,
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mut atlas: ResMut<ChunkAtlas>,
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mut atlas: ResMut<PhosAssets>,
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mut water_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, WaterMaterial>>>,
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) {
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let water_material = water_materials.add(ExtendedMaterial {
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@@ -141,7 +142,7 @@ fn finalize_biome_painter(
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}
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fn finalize_texture(
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mut atlas: ResMut<ChunkAtlas>,
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mut atlas: ResMut<PhosAssets>,
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mut images: ResMut<Assets<Image>>,
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mut chunk_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, ChunkMaterial>>>,
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mut next_load_state: ResMut<NextState<AssetLoadState>>,
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@@ -237,7 +238,7 @@ fn spawn_map(
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mut heightmap: ResMut<Map>,
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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atlas: Res<ChunkAtlas>,
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atlas: Res<PhosAssets>,
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tile_assets: Res<Assets<TileAsset>>,
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tile_mappers: Res<Assets<TileMapperAsset>>,
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mut generator_state: ResMut<NextState<GeneratorState>>,
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@@ -3,12 +3,13 @@ use bevy::pbr::ExtendedMaterial;
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use bevy::prelude::*;
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use bevy::prelude::{Component, Image, Resource};
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use bevy_asset_loader::asset_collection::AssetCollection;
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use world_generation::biome_painter::BiomePainterAsset;
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use crate::shader_extensions::chunk_material::ChunkMaterial;
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use crate::shader_extensions::water_material::WaterMaterial;
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#[derive(AssetCollection, Resource, Default)]
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pub struct ChunkAtlas {
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pub struct PhosAssets {
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#[asset(key = "chunk_atlas")]
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pub handle: Handle<Image>,
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pub chunk_material_handle: Handle<ExtendedMaterial<StandardMaterial, ChunkMaterial>>,
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