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.
This commit is contained in:
+25
-6
@@ -32,7 +32,13 @@ use clap::Parser;
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use ron_asset_manager::RonAssetPlugin;
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use crate::{
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camera::MatchCameraPlugin, fighter::manifest::FighterManifest, game_settings::GameSettings, schedule::GameplaySchedulePlugin, stage::manifest::StageManifest, ui::InGameUIPlugin,
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camera::MatchCameraPlugin,
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fighter::manifest::FighterManifest,
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game_settings::GameSettings,
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menus::style::FGUiStyle,
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schedule::GameplaySchedulePlugin,
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stage::manifest::StageManifest,
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ui::InGameUIPlugin,
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};
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mod args;
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@@ -80,6 +86,20 @@ pub enum AppState {
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#[derive(Default)]
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pub struct GamePlugin;
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/// Registers every custom asset loader used by the game and asset processor.
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pub struct GameAssetPlugin;
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impl Plugin for GameAssetPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins((
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RonAssetPlugin::<FighterManifest>::create("fighter.ron"),
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RonAssetPlugin::<StageManifest>::create("stage.ron"),
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RonAssetPlugin::<GameSettings>::create("ron"),
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RonAssetPlugin::<FGUiStyle>::create("stylesheet.ron"),
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));
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}
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}
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impl Plugin for GamePlugin {
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fn build(&self, app: &mut App) {
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// Each module owns its own systems, rollback registrations and
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@@ -99,9 +119,7 @@ impl Plugin for GamePlugin {
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scripting::importer::FighterScriptImportPlugin,
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stage::StagePlugin,
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MatchCameraPlugin,
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RonAssetPlugin::<FighterManifest>::create("fighter.ron"),
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RonAssetPlugin::<StageManifest>::create("stage.ron"),
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RonAssetPlugin::<GameSettings>::create("ron"),
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GameAssetPlugin,
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InGameUIPlugin,
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))
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.add_plugins(menus::MenuPlugin)
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@@ -155,13 +173,14 @@ impl Plugin for GamePlugin {
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}
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}
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/// Registers only the custom asset processors used by CI and release builds.
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/// The processing binary adds this plugin without starting the game.
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/// Registers the custom asset loaders and processors used by CI and release
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/// builds. The processing binary adds this plugin without starting the game.
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pub struct AssetProcessingPlugin;
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impl Plugin for AssetProcessingPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins((
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GameAssetPlugin,
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scripting::importer::FighterScriptImportPlugin,
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fighter::baked_animation::BakedAnimationAssetProcessingPlugin,
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));
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