use bevy::prelude::*;
use bevy_spine::{
SkeletonController, SkeletonData, Spine, SpineBundle, SpinePlugin, SpineReadyEvent, SpineSet,
};
fn main() {
App::new()
.add_plugins((DefaultPlugins, SpinePlugin))
.add_systems(Startup, setup)
.add_systems(Update, on_spawn.in_set(SpineSet::OnReady))
.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.),
..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 {
skeleton,
animation_state,
..
}) = spine.as_mut();
skeleton.set_scale(Vec2::splat(0.5));
let _ = animation_state.set_animation_by_name(0, "portal", true);
}
}
}