Fix processed RON assets being ignored (#48)
## Summary - share custom RON asset loaders between the game and asset processor - register image, font, and glTF loaders in the headless processor - prevent `game_settings.ron` and `game.stylesheet.ron` from receiving ignored processed metadata Reviewed-on: #48 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #48.
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@@ -1,8 +1,11 @@
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use bevy::{
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app::ScheduleRunnerPlugin,
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asset::{AssetMode, AssetPlugin, processor::AssetProcessor, processor::ProcessorState},
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gltf::GltfPlugin,
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image::ImagePlugin,
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prelude::*,
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tasks::block_on,
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text::TextPlugin,
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};
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use shinespark::AssetProcessingPlugin;
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use std::{process::ExitCode, time::Duration};
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@@ -15,6 +18,7 @@ fn main() -> ExitCode {
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use_asset_processor_override: Some(true),
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..default()
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})
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.add_plugins((ImagePlugin::default(), TextPlugin, GltfPlugin::default()))
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.add_plugins(AssetProcessingPlugin)
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.add_systems(Update, finish_when_processed);
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