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fix docs around StateTransition
and remove references to `apply_sta… (#13772)
The documentation for the `State` resource still referenced the use of `apply_state_transition` to manually force a state transition to occur, and the question around how to force transitions had come up a few times on discord. This is a docs-only change, that does the following: - Properly references `StateTransition` in the `MainSchedule` docs - replace the explanations for applying `NextState` with ones that explain the `StateTransition` schedule, and mentions the possibility of calling it manually - Add an example of calling `StateTransition` manually in the docs for the state transition schedule itself. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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3 changed files with 20 additions and 4 deletions
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@ -17,7 +17,7 @@ use bevy_ecs::{
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/// Then it will run:
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/// * [`First`]
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/// * [`PreUpdate`]
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/// * [`StateTransition`]
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/// * [`StateTransition`](bevy_state::transition::StateTransition)
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/// * [`RunFixedMainLoop`]
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/// * This will run [`FixedMain`] zero to many times, based on how much time has elapsed.
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/// * [`Update`]
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@ -15,8 +15,11 @@ use bevy_ecs::prelude::ReflectResource;
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/// ([`OnEnter(state)`](crate::state::OnEnter) and [`OnExit(state)`](crate::state::OnExit)).
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///
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/// The current state value can be accessed through this resource. To *change* the state,
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/// queue a transition in the [`NextState<S>`] resource, and it will be applied by the next
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/// [`apply_state_transition::<S>`](crate::state::apply_state_transition) system.
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/// queue a transition in the [`NextState<S>`] resource, and it will be applied during the
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/// [`StateTransition`](crate::transition::StateTransition) schedule - which by default runs after `PreUpdate`.
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///
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/// You can also manually trigger the [`StateTransition`](crate::transition::StateTransition) schedule to apply the changes
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/// at an arbitrary time.
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///
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/// The starting state is defined via the [`Default`] implementation for `S`.
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///
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@ -90,7 +93,7 @@ impl<S: States> Deref for State<S> {
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/// To queue a transition, call [`NextState::set`] or mutate the value to [`NextState::Pending`] directly.
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///
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/// Note that these transitions can be overridden by other systems:
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/// only the actual value of this resource at the time of [`apply_state_transition`](crate::state::apply_state_transition) matters.
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/// only the actual value of this resource during the [`StateTransition`](crate::transition::StateTransition) schedule matters.
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///
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/// ```
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/// use bevy_state::prelude::*;
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@ -38,6 +38,19 @@ pub struct OnTransition<S: States> {
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}
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/// Runs [state transitions](States).
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///
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/// By default, it will be triggered after `PreUpdate`, but
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/// you can manually trigger it at arbitrary times by creating an exclusive
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/// system to run the schedule.
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///
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/// ```rust
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/// use bevy_state::prelude::*;
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/// use bevy_ecs::prelude::*;
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///
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/// fn run_state_transitions(world: &mut World) {
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/// let _ = world.try_run_schedule(StateTransition);
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/// }
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/// ```
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct StateTransition;
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