use bevy::asset::AssetServerSettings;
use bevy::prelude::*;
use bevy::render::mesh::{Indices, PrimitiveTopology, VertexAttributeValues};
use bevy::render::render_resource::VertexAttribute;
use bevy::sprite::{MaterialMesh2dBundle, Mesh2dHandle};
use bevy_egui::{egui, EguiContext, EguiPlugin};
use bevy_spinal::{SpinalBundle, SpinalPlugin};
fn main() {
App::new()
.insert_resource(AssetServerSettings {
asset_folder: "../assets".to_string(),
..Default::default()
})
.add_plugins(DefaultPlugins)
.add_plugin(SpinalPlugin::default())
.add_plugin(EguiPlugin)
.add_startup_system(init)
.run();
}
fn init(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn_bundle(Camera2dBundle {
transform: Transform::from_scale(Vec3::splat(4.0)),
..Default::default()
});
commands.spawn_bundle(SpinalBundle {
skeleton: asset_server.load("spineboy-ess-4.1/spineboy-ess.skel"),
..Default::default()
});
}
fn change_mesh(
time: Res<Time>,
mut meshes: ResMut<Assets<Mesh>>,
mut query: Query<&mut Mesh2dHandle>,
) {
for handle in query.iter_mut() {
let mesh = meshes.get_mut(&handle.0).unwrap();
let pos = mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION).unwrap();
if let VertexAttributeValues::Float32x3(ref mut pos) = pos {
pos[0][0] = (time.seconds_since_startup().cos() * 10.) as f32;
}
}
}