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Where I then am trying to create a dynamic asset out of this, with the backbone enum being:
/// Supported types of icons within the editor to be loaded in#[derive(serde::Deserialize,Debug,Clone)]enumEditorIconAssetType{/// PNG images for cameras, lights, and audioImage{path:String},/// Quad mesh for putting images ontoQuad{size:Vec2},/// Icosphere mesh to make an icon clickableSphere{radius:f32},// *This is the part that I am not sure about*/// Collection of multiple inner assetsMap{items:HashMap<String,EditorIconAssetType>},}
So my question on this is do I need to try and find a way to support the RON map type like this or is there another way?
I know that in the impl of DynamicAssetType there is a collection type that stores a vec of the data, so is there a clean way that this could be done?
I feel like this should either be a feature if it isn't already, but given a direction I wouldn't mind trying to hash it out.
The text was updated successfully, but these errors were encountered:
Without the "Map". But if that doesn't work I can try to extend the custom dynamic assets example and potentially fix it.
I had that before and edited the comment to have the "Map" in it, my bad. I did try testing with just nothing there but end up getting an Expected Identifier error at the { after "icons"
I am looking to implement this:
Where I then am trying to create a dynamic asset out of this, with the backbone enum being:
So my question on this is do I need to try and find a way to support the RON map type like this or is there another way?
I know that in the impl of
DynamicAssetType
there is a collection type that stores a vec of the data, so is there a clean way that this could be done?I feel like this should either be a feature if it isn't already, but given a direction I wouldn't mind trying to hash it out.
The text was updated successfully, but these errors were encountered: