fn check_tiles_loaded(
	my_tileset: Res<MyTileset>,
	asset_server: Res<AssetServer>,
	mut state: ResMut<State<MapState>>,
) {
	if let Some(handle) = &my_tileset.handle {
		if LoadState::Loaded == asset_server.get_load_state(handle) {
			state.set(MapState::BuildingMap).unwrap();
		}
	}
}
/// A system used to check the load state of the tileset
A system used to check the load state of the tileset
A system used to check the load state of the tileset
fn check_tiles_loaded(
	my_tileset: Res<MyTileset>,
	asset_server: Res<AssetServer>,
	mut state: ResMut<State<MapState>>,
) {
	if let Some(handle) = &my_tileset.handle {
		if LoadState::Loaded == asset_server.get_load_state(handle) {
			state.set(MapState::BuildingMap).unwrap();
		}
	}
}
fn check_tiles_loaded ( my_tileset : Res < MyTileset > , asset_server : Res < AssetServer > , mut state : ResMut < State < MapState > > , ) { if let Some ( handle ) = & my_tileset . handle { if LoadState :: Loaded == asset_server . get_load_state ( handle ) { state . set ( MapState :: BuildingMap ) . unwrap ( ) ; } } }
A system used to check the load state of the tileset
A system used to check the load state of the tileset
my_tileset
Res<MyTileset>
asset_server
Res<AssetServer>
state
ResMut<State<MapState>>
my_tileset
Res<MyTileset>
asset_server
Res<AssetServer>
state
ResMut<State<MapState>>