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: ViewVisibility

Trait Implementations§

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impl Default for SpineBundle

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fn default() -> SpineBundle

Returns the “default value” for a type. Read more
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impl Bundle for SpineBundle

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impl DynamicBundle for SpineBundle

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