bevy_spinal 0.0.1

A Bevy plugin for 2D animation using Spine.
Documentation
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)
        // .add_system(change_mesh)
        .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;
        }
    }
}