use bevy::prelude::*;
use bevy_spine::{
SkeletonController, SkeletonData, Spine, SpineBundle, SpineEvent, SpinePlugin, SpineReadyEvent,
SpineSet,
};
fn main() {
App::new()
.add_plugins((DefaultPlugins, SpinePlugin))
.add_systems(Startup, setup)
.add_systems(
Update,
(
on_spawn.in_set(SpineSet::OnReady),
on_spine_event.in_set(SpineSet::OnEvent),
footstep_update,
),
)
.run();
}
fn setup(
asset_server: Res<AssetServer>,
mut commands: Commands,
mut skeletons: ResMut<Assets<SkeletonData>>,
) {
commands.spawn(Camera2dBundle::default());
let skeleton = SkeletonData::new_from_json(
asset_server.load("spineboy/export/spineboy-pro.json"),
asset_server.load("spineboy/export/spineboy-pma.atlas"),
);
let skeleton_handle = skeletons.add(skeleton);
commands.spawn(SpineBundle {
skeleton: skeleton_handle.clone(),
transform: Transform::from_xyz(0., -200., 0.).with_scale(Vec3::ONE * 0.5),
..Default::default()
});
}
fn on_spawn(
mut spine_ready_event: EventReader<SpineReadyEvent>,
mut spine_query: Query<&mut Spine>,
) {
for event in spine_ready_event.read() {
if let Ok(mut spine) = spine_query.get_mut(event.entity) {
let Spine(SkeletonController {
animation_state, ..
}) = spine.as_mut();
let _ = animation_state.set_animation_by_name(0, "walk", true);
}
}
}
fn on_spine_event(
mut spine_events: EventReader<SpineEvent>,
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
for event in spine_events.read() {
if let SpineEvent::Event { name, .. } = event {
commands
.spawn(Text2dBundle {
text: Text::from_section(
name.as_str(),
TextStyle {
font: asset_server.load("FiraMono-Medium.ttf"),
font_size: 22.0,
color: Color::WHITE,
},
)
.with_justify(JustifyText::Center),
transform: Transform::from_xyz(0., -200., 1.),
..Default::default()
})
.insert(Footstep);
}
}
}
#[derive(Component)]
struct Footstep;
fn footstep_update(
mut footstep_query: Query<(&mut Transform, &mut Text, Entity), With<Footstep>>,
mut commands: Commands,
time: Res<Time>,
) {
for (mut transform, mut text, entity) in footstep_query.iter_mut() {
transform.translation.y += time.delta_seconds() * 70.;
let mut alpha = text.sections[0].style.color.alpha();
alpha = (alpha - time.delta_seconds() * 2.).clamp(0., 1.);
text.sections[0].style.color.set_alpha(alpha);
if alpha == 0. {
commands.entity(entity).despawn();
}
}
}