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Copy pathstate_scoped.rs
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187 lines (175 loc) · 5.43 KB
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//! Shows how to spawn entities that are automatically despawned either when
//! entering or exiting specific game states.
//!
//! This pattern is useful for managing menus, levels, or other state-specific
//! content that should only exist during certain states.
//!
//! If the entity was already despawned then no error will be logged. This means
//! that you don't have to worry about duplicate [`DespawnOnExit`] and
//! [`DespawnOnEnter`] components deep in your hierarchy.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_state::<GameState>()
.add_systems(Startup, setup_camera)
.add_systems(OnEnter(GameState::A), on_a_enter)
.add_systems(OnEnter(GameState::B), on_b_enter)
.add_systems(OnExit(GameState::A), on_a_exit)
.add_systems(OnExit(GameState::B), on_b_exit)
.add_systems(OnEnter(GameState::C(1)), on_c_1_enter)
.add_systems(OnExit(GameState::C(1)), on_c_1_exit)
.add_systems(Update, toggle)
.insert_resource(TickTock(Timer::from_seconds(1.0, TimerMode::Repeating)))
.run();
}
#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default, States)]
enum GameState {
#[default]
A,
B,
C(u8),
}
#[derive(Resource)]
struct TickTock(Timer);
fn on_a_enter(mut commands: Commands) {
info!("on_a_enter");
commands.spawn((
DespawnOnExit(GameState::A),
Text::new("Game is in state 'A'"),
TextFont {
font_size: FontSize::Px(33.0),
..default()
},
TextColor(Color::srgb(0.5, 0.5, 1.0)),
Node {
position_type: PositionType::Absolute,
top: px(0),
left: px(0),
..default()
},
(children![DespawnOnExit(GameState::A)]),
));
}
fn on_a_exit(mut commands: Commands) {
info!("on_a_exit");
commands.spawn((
DespawnOnEnter(GameState::A),
Text::new("Game state 'A' will be back in 1 second"),
TextFont {
font_size: FontSize::Px(33.0),
..default()
},
TextColor(Color::srgb(0.5, 0.5, 1.0)),
Node {
position_type: PositionType::Absolute,
top: px(0),
left: px(500),
..default()
},
// You can apply this even when the parent has a state scoped component.
// It is unnecessary but in complex hierarchies it saves you from having to
// mentally track which components are found at the top level.
(children![DespawnOnEnter(GameState::A)]),
));
}
fn on_b_enter(mut commands: Commands) {
info!("on_b_enter");
commands.spawn((
DespawnOnExit(GameState::B),
Text::new("Game is in state 'B'"),
TextFont {
font_size: FontSize::Px(33.0),
..default()
},
TextColor(Color::srgb(0.5, 0.5, 1.0)),
Node {
position_type: PositionType::Absolute,
top: px(50),
left: px(0),
..default()
},
(children![DespawnOnExit(GameState::B)]),
));
}
fn on_b_exit(mut commands: Commands) {
info!("on_b_exit");
commands.spawn((
DespawnOnEnter(GameState::B),
Text::new("Game state 'B' will be back in 1 second"),
TextFont {
font_size: FontSize::Px(33.0),
..default()
},
TextColor(Color::srgb(0.5, 0.5, 1.0)),
Node {
position_type: PositionType::Absolute,
top: px(50),
left: px(500),
..default()
},
(children![DespawnOnEnter(GameState::B)]),
));
}
fn on_c_1_enter(mut commands: Commands) {
info!("on_c_1_enter");
commands.spawn((
DespawnWhen::new(|transition| matches!(transition.exited, Some(GameState::C(_)))),
Text::new("Game is in state 'C(1)'"),
TextFont {
font_size: FontSize::Px(33.0),
..default()
},
TextColor(Color::srgb(0.5, 0.5, 1.0)),
Node {
position_type: PositionType::Absolute,
top: px(100),
left: px(0),
..default()
},
(children![DespawnWhen::new(|transition| matches!(
transition.exited,
Some(GameState::C(_))
))]),
));
}
fn on_c_1_exit(mut commands: Commands) {
info!("on_c_1_exit");
commands.spawn((
DespawnWhen::new(|transition| matches!(transition.entered, Some(GameState::C(1)))),
Text::new("Game state 'C(1)' will be back in 1 second"),
TextFont {
font_size: FontSize::Px(33.0),
..default()
},
TextColor(Color::srgb(0.5, 0.5, 1.0)),
Node {
position_type: PositionType::Absolute,
top: px(100),
left: px(500),
..default()
},
(children![DespawnWhen::new(|transition| matches!(
transition.entered,
Some(GameState::C(_))
))]),
));
}
fn setup_camera(mut commands: Commands) {
commands.spawn(Camera3d::default());
}
fn toggle(
time: Res<Time>,
mut timer: ResMut<TickTock>,
state: Res<State<GameState>>,
mut next_state: ResMut<NextState<GameState>>,
) {
if !timer.0.tick(time.delta()).is_finished() {
return;
}
*next_state = match state.get() {
GameState::A => NextState::Pending(GameState::B),
GameState::B => NextState::Pending(GameState::C(1)),
GameState::C(_) => NextState::Pending(GameState::A),
}
}