// ▄████████▄ + ███ + ▄█████████ ███ + // ███▀ ▀███ + + ███ ███▀ + ███ + + // ███ + ███ ███ ███ █████████ ███ ███ ███ ███ // ███ +███ ███ ███ ███ ███▐██████ ███ ███ ███ // ███ + ███ ███+ ███ +███ ███ + ███ ███ + ███ // ███▄ ▄███ ███▄ ███ ███ + ███ + ███ ███▄ ███ // ▀████████▀ + ▀███████ ███▄ ███▄ ▀████ ▀███████ // + + + ███ // + ▀████████████████████████████████████████████████████▀ // // This module manages asset loading. use bevy::ecs::system::EntityCommands; use bevy::prelude::*; pub fn asset_name_to_path(name: &str) -> &'static str { match name { "suitv2" => "models/suit_v2/suit_v2.glb#Scene0", "suit_ar_chefhat" => "models/suit_v2/ar_chefhat.glb#Scene0", "asteroid1" => "models/asteroid.glb#Scene0", "asteroid2" => "models/asteroid2.glb#Scene0", "asteroid_lum" => "models/asteroid_lum.glb#Scene0", "hollow_asteroid" => "models/hollow_asteroid.glb#Scene0", "moonlet" => "models/moonlet.glb#Scene0", "monolith" => "models/monolith_neon.glb#Scene0", "lightorb" => "models/lightorb.glb#Scene0", "orb_busstop" => "models/orb_busstop.glb#Scene0", "orb_busstop_dim" => "models/orb_busstop_dim.glb#Scene0", "crate" => "models/crate.glb#Scene0", "MeteorAceGT" => "models/MeteorAceGT.glb#Scene0", "cruiser" => "models/cruiser.glb#Scene0", "satellite" => "models/satellite.glb#Scene0", "pizzeria" => "models/pizzeria2.glb#Scene0", "pizzasign" => "models/pizzasign.glb#Scene0", "selectagon" => "models/selectagon.glb#Scene0", "orbitring" => "models/orbitring.glb#Scene0", "clippy" => "models/clippy/clippy.glb#Scene0", "clippy_ar" => "models/clippy/ar_happy.glb#Scene0", "whale" => "models/whale.glb#Scene0", "marker_satellites" => "models/marker_satellites.glb#Scene0", "marker_planets" => "models/marker_planets.glb#Scene0", "point_of_interest" => "models/point_of_interest.glb#Scene0", _ => "models/error.glb#Scene0", } } pub fn load( name: &str, entity_commands: &mut EntityCommands, asset_server: &AssetServer, ) { entity_commands.insert(load_scene_by_path(asset_name_to_path(name), asset_server)); } #[inline] pub fn load_scene_by_path( path: &str, asset_server: &AssetServer ) -> Handle { let path_string = path.to_string(); if let Some(handle) = asset_server.get_handle(&path_string) { handle } else { asset_server.load(&path_string) } }