Struct bevy_spine::SpineBundle
source · pub struct SpineBundle {
pub loader: SpineLoader,
pub settings: SpineSettings,
pub skeleton: Handle<SkeletonData>,
pub crossfades: Crossfades,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub visibility: Visibility,
pub inherited_visibility: InheritedVisibility,
pub view_visibility: ViewVisibility,
}Expand description
Bundle for Spine skeletons with all the necessary components.
See SkeletonData::new_from_json or SkeletonData::new_from_binary for example usages.
Note that this bundle does not contain the Spine component itself, which is the primary way
to query and interact with Spine skeletons. Instead, a SpineLoader is added which ensures
that all the necessary assets (Atlas and SkeletonJson/SkeletonBinary) are loaded
before instantiating the Spine skeleton. This ensures that querying for Spine components
will always yield fully instantiated skeletons.
It is possible to spawn a Spine skeleton and initialize it in the same frame. To do so, ensure
that the spawning system occurs before SpineSystem::Spawn and the initializing system is in
the SpineSet::OnReady set (assuming the SkeletonData has already been loaded). Listen
for SpineReadyEvent to get newly loaded skeletons.
use bevy::prelude::*;
use bevy_spine::prelude::*;
{
// in main() or a plugin
app.add_systems(
Update,
(
spawn_spine.before(SpineSystem::Spawn),
init_spine.in_set(SpineSet::OnReady),
),
);
}
#[derive(Resource)]
struct MyGameAssets {
// loaded ahead of time
skeleton: Handle<SkeletonData>
}
#[derive(Component)]
struct MySpine;
fn spawn_spine(
mut commands: Commands,
my_game_assets: Res<MyGameAssets>
) {
commands.spawn((
SpineBundle {
skeleton: my_game_assets.skeleton.clone(),
..Default::default()
},
MySpine
));
}
fn init_spine(
mut spine_ready_events: EventReader<SpineReadyEvent>,
mut spine_query: Query<&mut Spine, With<MySpine>>
) {
for spine_ready_event in spine_ready_events.read() {
if let Ok(mut spine) = spine_query.get_mut(spine_ready_event.entity) {
// the skeleton will start playing the animation the same frame it spawns on
spine.animation_state.set_animation_by_name(0, "animation", true);
}
}
}Fields§
§loader: SpineLoader§settings: SpineSettings§skeleton: Handle<SkeletonData>§crossfades: Crossfades§transform: Transform§global_transform: GlobalTransform§visibility: Visibility§inherited_visibility: InheritedVisibility§view_visibility: ViewVisibilityTrait Implementations§
source§impl Default for SpineBundle
impl Default for SpineBundle
source§fn default() -> SpineBundle
fn default() -> SpineBundle
impl Bundle for SpineBundle
impl DynamicBundle for SpineBundle
Auto Trait Implementations§
impl Freeze for SpineBundle
impl !RefUnwindSafe for SpineBundle
impl Send for SpineBundle
impl Sync for SpineBundle
impl Unpin for SpineBundle
impl !UnwindSafe for SpineBundle
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