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CiderSlime avatar CiderSlime commented on May 18, 2024 1

Does this answer your question?

Hi! I did it another way. Instead of adding plugin for each .ron format, I used single struct to get it all:

struct RonLoadedData {
sprites: Option<SpritesLoadedData>,
sounds: Option<SoundsLoadedData>,
...

and each .ron file has the correspondidng field only. Both SpritesLoadedData and SoundsLoadedData implement
So I can load different .ron files without requirement to add plugin for each new type.
Maybe it`s a bit unclean, but I like how it works, for now

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NiklasEi avatar NiklasEi commented on May 18, 2024

Since it's different assets, they would get different file endings. E.g.: call the files name_of_the_sprite.sprite.ron/name_of_the_sound.sound.ron and add the ron plugin for the file endings sprite.ron and sound.ron for the two structs respectively.

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NiklasEi avatar NiklasEi commented on May 18, 2024

Does this answer your question?

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