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, mut meshes: ResMut>, mut materials: ResMut>, ) { 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