mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 06:00:20 +00:00
Make initial StateTransition
run before PreStartup
(#14208)
# Objective - Fixes #14206 ## Solution - Run initial `StateTransition` as a startup schedule before `PreStartup`, instead of running it inside `Startup` as an exclusive system. Related discord discussion: https://discord.com/channels/691052431525675048/692572690833473578/1259543775668207678 ## Testing Reproduction now works correctly: ```rs use bevy::prelude::*; #[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)] enum AppState { #[default] Menu, InGame, } fn main() { App::new() .add_plugins(DefaultPlugins) .init_state::<AppState>() .add_systems(Startup, setup) .add_systems(OnEnter(AppState::Menu), enter_menu_state) .run(); } fn setup(mut next_state: ResMut<NextState<AppState>>) { next_state.set(AppState::Menu); } fn enter_menu_state() { println!("Entered menu state"); } ``` ![image](https://github.com/bevyengine/bevy/assets/13040204/96d7a533-c439-4c0b-8f15-49f620903ce1) --- ## Changelog - Initial `StateTransition` runs before `PreStartup` instead of inside `Startup`.
This commit is contained in:
parent
6e8d43a037
commit
bc72cedfe3
3 changed files with 16 additions and 34 deletions
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@ -1,9 +1,5 @@
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use bevy_app::{App, MainScheduleOrder, Plugin, PreUpdate, Startup, SubApp};
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use bevy_ecs::{
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event::Events,
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schedule::{IntoSystemConfigs, ScheduleLabel},
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world::FromWorld,
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};
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use bevy_app::{App, MainScheduleOrder, Plugin, PreStartup, PreUpdate, SubApp};
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use bevy_ecs::{event::Events, schedule::IntoSystemConfigs, world::FromWorld};
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use bevy_utils::{tracing::warn, warn_once};
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use crate::state::{
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@ -221,7 +217,8 @@ impl Plugin for StatesPlugin {
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fn build(&self, app: &mut App) {
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let mut schedule = app.world_mut().resource_mut::<MainScheduleOrder>();
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schedule.insert_after(PreUpdate, StateTransition);
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setup_state_transitions_in_world(app.world_mut(), Some(Startup.intern()));
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schedule.insert_startup_before(PreStartup, StateTransition);
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setup_state_transitions_in_world(app.world_mut());
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}
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}
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@ -19,7 +19,6 @@ pub use transitions::*;
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mod tests {
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use bevy_ecs::event::EventRegistry;
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use bevy_ecs::prelude::*;
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use bevy_ecs::schedule::ScheduleLabel;
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use bevy_state_macros::States;
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use bevy_state_macros::SubStates;
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@ -64,7 +63,7 @@ mod tests {
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world.insert_resource(schedules);
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setup_state_transitions_in_world(&mut world, None);
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setup_state_transitions_in_world(&mut world);
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world.run_schedule(StateTransition);
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assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
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@ -120,7 +119,7 @@ mod tests {
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world.insert_resource(schedules);
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setup_state_transitions_in_world(&mut world, None);
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setup_state_transitions_in_world(&mut world);
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world.run_schedule(StateTransition);
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assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
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@ -180,7 +179,7 @@ mod tests {
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world.insert_resource(schedules);
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setup_state_transitions_in_world(&mut world, None);
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setup_state_transitions_in_world(&mut world);
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world.run_schedule(StateTransition);
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assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
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@ -275,7 +274,7 @@ mod tests {
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world.insert_resource(schedules);
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setup_state_transitions_in_world(&mut world, None);
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setup_state_transitions_in_world(&mut world);
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world.run_schedule(StateTransition);
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assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
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@ -354,9 +353,6 @@ mod tests {
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}
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}
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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struct Startup;
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#[test]
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fn computed_state_transitions_are_produced_correctly() {
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let mut world = World::new();
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@ -367,7 +363,7 @@ mod tests {
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world.init_resource::<State<SimpleState2>>();
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world.init_resource::<Schedules>();
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setup_state_transitions_in_world(&mut world, Some(Startup.intern()));
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setup_state_transitions_in_world(&mut world);
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let mut schedules = world
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.get_resource_mut::<Schedules>()
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@ -431,7 +427,7 @@ mod tests {
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world.init_resource::<ComputedStateTransitionCounter>();
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setup_state_transitions_in_world(&mut world, None);
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setup_state_transitions_in_world(&mut world);
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assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
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assert_eq!(world.resource::<State<SimpleState2>>().0, SimpleState2::A1);
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@ -508,7 +504,7 @@ mod tests {
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#[test]
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fn same_state_transition_should_emit_event_and_not_run_schedules() {
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let mut world = World::new();
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setup_state_transitions_in_world(&mut world, None);
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setup_state_transitions_in_world(&mut world);
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EventRegistry::register_event::<StateTransitionEvent<SimpleState>>(&mut world);
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world.init_resource::<State<SimpleState>>();
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let mut schedules = world.resource_mut::<Schedules>();
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@ -568,7 +564,7 @@ mod tests {
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SubState::register_sub_state_systems(&mut apply_changes);
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schedules.insert(apply_changes);
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world.insert_resource(schedules);
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setup_state_transitions_in_world(&mut world, None);
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setup_state_transitions_in_world(&mut world);
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world.insert_resource(NextState::Pending(SimpleState::B(true)));
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world.run_schedule(StateTransition);
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@ -599,7 +595,7 @@ mod tests {
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TestComputedState::register_computed_state_systems(&mut apply_changes);
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schedules.insert(apply_changes);
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world.insert_resource(schedules);
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setup_state_transitions_in_world(&mut world, None);
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setup_state_transitions_in_world(&mut world);
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world.insert_resource(NextState::Pending(SimpleState::B(true)));
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world.run_schedule(StateTransition);
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@ -651,7 +647,7 @@ mod tests {
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#[test]
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fn check_transition_orders() {
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let mut world = World::new();
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setup_state_transitions_in_world(&mut world, None);
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setup_state_transitions_in_world(&mut world);
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EventRegistry::register_event::<StateTransitionEvent<SimpleState>>(&mut world);
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EventRegistry::register_event::<StateTransitionEvent<SubState>>(&mut world);
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EventRegistry::register_event::<StateTransitionEvent<TransitionTestingComputedState>>(
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@ -2,9 +2,7 @@ use std::{marker::PhantomData, mem};
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use bevy_ecs::{
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event::{Event, EventReader, EventWriter},
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schedule::{
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InternedScheduleLabel, IntoSystemSetConfigs, Schedule, ScheduleLabel, Schedules, SystemSet,
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},
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schedule::{IntoSystemSetConfigs, Schedule, ScheduleLabel, Schedules, SystemSet},
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system::{Commands, In, ResMut},
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world::World,
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};
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@ -182,10 +180,7 @@ pub(crate) fn internal_apply_state_transition<S: States>(
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///
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/// Runs automatically when using `App` to insert states, but needs to
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/// be added manually in other situations.
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pub fn setup_state_transitions_in_world(
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world: &mut World,
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startup_label: Option<InternedScheduleLabel>,
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) {
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pub fn setup_state_transitions_in_world(world: &mut World) {
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let mut schedules = world.get_resource_or_insert_with(Schedules::default);
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if schedules.contains(StateTransition) {
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return;
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@ -201,12 +196,6 @@ pub fn setup_state_transitions_in_world(
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.chain(),
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);
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schedules.insert(schedule);
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if let Some(startup) = startup_label {
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schedules.add_systems(startup, |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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}
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/// Returns the latest state transition event of type `S`, if any are available.
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